Patch Notes Archive

Home » Updates » Patch Notes Feed » Rogue Soulstone » The BIGGEST update so far!

Patch notes are imported from steam. There may be errors. This mostly exists so I can stay on top of them to update the features in our tags and scoring categories (which I do manually), but since many of you liked the idea of staying up to date with all the games in one place I'm working on making this data automated (right now I manually hit it every couple days) with better info and linking in with the game views.

There will be more data and proper atribution here (original author, steam link, original post date, etc) real soon, I promise. This is just like a technical test to see if they're coming in ok at all.

Rogue Soulstone » The BIGGEST update so far!

The major update v0.5.014 is now out and it is by far our biggest update ever! With tons of new skills, dozens of new power-ups, the skill tree fully available in the demo and so many more changes, the game experience has been completely changed! Download the demo and give it a go and let us know what you think!

Here is the full list of changes:

Key changes:
– New System – Skill Tree: Enhance all your characters with powerful passive skills that will considerably increase your chances of success;
– Rerolls and Power Up Banish are now available through the Skill Tree;
– Game Objectives: Gameplay now easier to understand for new players, and tracking your progress so you know how far along you are from completing a map;
– Map Selection & New Scenario – The Hallowed Core;
– Improved attack telegraphing, so Boss battles are even more about player skill;
– You can now collect the Soulstones of powerful defeated foes (bosses), which can be used to unlock the most powerful skills in the skill tree;

New spells:
– Summon Skeleton: Summons 3 skeletons to fight for you, up to a maximum of 12 simultaneous skeletons;
– Thunder Clap: Powerful melee strike that hits the ground, stunning and applying dazed to all enemies hit, plus heavy area damage;
– Subdue: Fast melee strike that applies fragility and deals more damage based on the number of bleeds on the target;
– Thrust: Melee strike that hits in a long and narrow area in front of the player, applying bleeds and causing heavy damage;
– Bloodlust: Empower you and all your nearby allies, increasing movement speed by 30% and granting 30% of cooldown reduction;
– Might: Empower you and all your nearby allies, increasing all damage caused by 30%;
– Shield Wall: Empower you and all your nearby allies, reducing damage taken by 90% for a short duration;
– Piercing Shout: Weakens all nearby enemies, increasing the damage they receive by 50%;
– Intimidating Shout: Weakens all nearby enemies, reducing the damage they cause by 50%;
– Smite reworked: Deals heavy damage to enemies in the target area after 3 seconds, also healing allies for a small amount. No longer affected by negative effects;
– Chaos Bomb reworked: Now deals a random amount of damage between 1 and 600, and is no longer affected by negative effects;
– Added tons of new Power-ups that can enhance specific skills, or skill types such as Fire, Ice, Projectiles, etc;

Balance changes:
– Arcane Weaver cooldown reduction reduced from 20% to 10%;
– Arcane Weaver’s Ignis Staff cooldown reduction effect removed and replaced with 15% movement speed bonus;
– Reduced delay between Pillar spawns when a wave ends;
– Synergy effects will now chain without limitations;
– Minimum damage should now be 1, even if you have 100% damage reduction;
– Poison Bomb now applies additional poison charges every 1 second, instead of every 0.5 seconds;
– Poison Bomb extra charge damage reduced from 50 to 30;
– Poison Bomb cooldown increased from 6 to 15 seconds;
– Festering Strike damage increased from 50 to 100, now applies a powerful poison stack causing 200 damage over 25 seconds, but it no longer refreshes the duration of poison effects on the targets;
– Fire Pillar no longer refreshes Burn durations on the target;
– Glacier damage increased from 150 to 180;
– Meteor initial damage increased from 50 to 80;
– Fiery Missiles burn damage reduced from 40 to 20;
– Fire Bolt no longer pushes you back, initial damage increased from 60 to 80;
– Ground Slam damage increased from 50 to 100;
– Lightning Bolt damage increased from 120 to 200;
– Poison Bolt damage reduced from 400 to 250;
– Thunderstrike cooldown reduced from 16 to 12 seconds;
– Uppercut damage increased from 10 to 120;
– Fire Shield damage increased from 20 to 50 per projectile;
– Explosive Reflexes power up removed from the game, as it was not very useful and could lure players to make the wrong choices;
– The following power ups are now considered Rare, up from common: Brutal Strikes. Poison Blood, Disintegration, Hypothermia, Impeding Doom, Gangrene and Debilitating Plague;
– Immovable power up now increases mass by 50, up from 20;
– Nimble power up is now Rare, down from Epic;
– Resilient power up is now Uncommon, down from Rare;
– Wise power up is now Uncommon, up from Common;
Alexi, the Plaguebearer:
– Starting from Tier 3, Alexi has a new spell;
– All of Alexi’s attacks now are telegraphed, showing the area damage that will be caused;
– Considerably increased the number of creeps spawned during the fight;
– Fixed an issue where the Poison Bomb attack could damage multiple times per projectile, resulting in instant death;

Other changes:
– Reworked “Replace Skill” panel, now it is simpler to understand;
– Added skill tooltips to your Skill Bar and Replace Skill panel, making it easier to know precisely what a skill does. Tooltips also calculate the adjusted values for a skill based on your attributes and modifiers;
– Power Ups and skills can now be seen in the Ending Screen;
– Added Elite Enemies in the first stage of a match;
– Skills now have types, such as Fire, Ice, Projectile, and may be enhanced with power ups based on those types;
– Power-ups will only appear when they are relevant to the player. For example, a power up that increases Fire Skill damage, will only appear if you have Fire skills in your deck;
– Some power-ups can only be picked a certain number of times;
– Units will no longer continue spawning after the player dies (and remains in the end game screen);
– Boss health bars will now accumulate if more than one Boss is alive at any time;
– Tons of new visuals all across the game between interfaces, VFXs, models, etc;
– Tons of bug fixes in all areas of the game;