Rogue Legacy 2 – Patch v1.0.1 Buffs Ore Scaling, Skills, Living Safe, and Much More

The rogue-lite Metroidvania increases Ore drops, lowers base cost and scaling for Tier 1-3 skills, and provides some changes to the Dragon Lancer.

Posted By | On 05th, May. 2022

Rogue Legacy 2_01

Cellar Door Games’ Rogue Legacy 2 launched last week after spending roughly two years in early access. It’s now received its first post-launch patch which offers a number of changes to the economy, the skill tree and more. A new “Flick Stick check” has also been implemented for player inputs in order to prevent random turning (while the Left Stick takes priority over the right when aiming).

Ores, which are essentially for Blacksmith weapons and armor along with upgrades, have received increased scaling based on the room level. Bonus Ore from Gold Chests has also been increased from 150 to 200 percent while the drop rate and scaling rate from Commanders has been increased. The patch also lowers the base cost and scaling for Tier 1-3 Armor, Focus and Dexterity skills along with Tier 3 Strength, Intelligence, Vitality, Equip Weight and Rune Weight. So if you’ve been feeling the grind on some skills, this should help.

The Living Safe’s capacity has also been increased from 1250 to 1500 per level while the Gold conversion base cost has been reduced from 700 to 375. Check out some of the patch notes below and the full notes here for more details. Rogue Legacy 2 is currently available for PC, Xbox One and Xbox Series X/S.

Rogue Legacy 2 – Patch v1.0.1

TURNING AND THE STICK FLICK PROBLEM

In general, players manage the input on their gamepad joystick in one of two ways, which we call “Easing” and “Flicking”. When moving the joystick to neutral, “Easers” keep their thumb on the stick but loosen the pressure to bring it back. “Flickers” however, remove their thumb entirely so that the joystick snaps back to its neutral position. The issue with flicking is that when you release the joystick, it doesn’t immediately snap back to neutral. Instead, it bounces slightly in the opposite direction before resting at 0. Depending on how loose your joystick has become over time, this snap-back can be extremely high. This is what causes the player to turn, and why increasing the deadzone generally fixes the problem.

Deadzones, however, are not a perfect fix, because it means the player must move their joystick further in a direction before input is detected. This can result in a feeling of sluggishness for players who are hypersensitive to input latency. So, after three different attempts, we’ve implemented a complicated array of checks that ensure flick turning does not occur, even when the deadzone is set to 0. We’ve tested extensively (and broke two of our joysticks in the process), and we hope it fixes the issue for players. There might still be edge cases where this happens, so we’ll keep a vigilant eye on this.

TL;DR: Interpreting inputs in a game is a nightmare.

INPUT CHANGES:

  • Implemented a new “Flick Stick check” into player inputs to prevent players randomly turning.
  • Raised the default deadzone from 0.25 -> 0.4. If you were below this value, it’ll bump you up. You can lower this back down to 0.25 after this patch if you wanted.
  • Made Left Stick take priority over Right Stick while aiming (fixes an issue for players not being able to aim if they have a very loose Right Stick).

ECONOMY

Ore Update (Buff)

  • Ore scaling increased (speed at which ore drops go up as room level raises).
  • Bonus Ore from Gold chests increased from 150% to 200%.
  • Bonus Ore from Silver chests increased from 50% to 60%
  • Commanders Ore base drop rate and scaling rate increased.

Skill Tree Update (Buff)

Lowering the cost of all of the “base stat” skills to help speed up the early, mid, and late game for players (NG0, NG1-4, NG5+), and to also reduce the punishment for players who like to spread out early.

  • Base cost and scaling for Tier 1 Armor, Focus and Dexterity skills slightly reduced.
  • Base cost and scaling for Tier 2 Armor, Focus and Dexterity skills moderately reduced.
  • Base cost and scaling for Tier 3 Armor, Focus and Dexterity skills significantly reduced.
  • Base cost and scaling for Tier 3 Strength, Intelligence, Vitality, Equip Weight and Rune Weight significantly reduced.

Living Safe Changes (Buff)

Living safe is our way of helping new players if they’re struggling to collect large amounts of gold in a single run. We’re reducing the cost significantly so that people will be more willing to invest points into it and can reap the benefits earlier on.

  • Living Safes Gold Safe Converter base cost reduced from 700 to 375. This affects scaling costs as well.
  • Living Save Storage base cost reduced from 500 to 375.
  • Living Safe Capacity increased from 1250 per level to 1500 per level.

Labour Costs (Buff)

  • Labor costs kick-in delay increased from Lvl 18 to lvl 20.
  • Archeologists Camp – Lower Relic Costs (Buff)
  • Lowering the cost to get resolve stuff since relics are fun.
  • Base cost lowered from 2000, to 1750. Scaling costs reduced as well.
  • Aerobics Class – Encumbrance Limits (Buff)
  • Making it easier to hit weight limits for more resolve.
  • Base cost lowered from 1500, to 1400. Scaling costs reduced as well.

CLASS CHANGES

Dragon Lancer (Buff + Minor Remake)

Changing the Dragon Lancer so you’re doing more Lancing! Tap Attack now acts more as a reposition, forcing enemies back, so that you can do Dash attacks more often. Bastion has been buffed, and is now a “go crazy mode ability”. Activate it, block everything, and wail on your foes.

(Community) Lance – Blastback (Redesign)

  • Blast Back attack exit duration slightly reduced.
  • Blast Back damage down from 200% STR to 180% STR.
  • Blast Back now knocks enemies further back, and can now knock back heavy enemies (Sword Knights).

Bastion (Remake + Buff)

  • CD timer raised from 5 hits to 6.
  • Increased projectile block size from Mid-Sized Projectiles to Large Projectiles.

RELICS

Demeter’s Trial (Buff)

  • Finding 2 food/potions is hard enough that people skip this trial. So we’re reducing this to 1 to ensure people do stupid things.
  • Now requires only 1 food to purify.

Aite’s Trial (Buff)

  • Damage increased from +125% to +150%.

Hermes’ Boots (Buff)

  • Rarity lowered to common.
  • Resolve cost lowered from 35 to 25.

Icarus Wing’s Bargain (Buff)

  • Damage Taken Modifier reduced from +100% to +75%.

Rage Tincture (QoL)

  • Now displays an icon when you trigger the damage bonus.

Zealot’s Ring (Buff)

  • Damage buff raised from 20% to 25%.
  • Now displays an icon when you trigger the damage bonus.

Heavy Stone Bargain (Buff)

  • Pistol Attack Speed reduction reduced.

Incandescent Telescope (QoL)

  • A range indicator now appears to show how far you need to be to trigger the damage bonus.
  • Now displays an icon when you trigger the damage bonus.

Soul Tether (QoL)

  • Now displays an icon when you trigger the damage bonus.

Ivy Roots (QoL)

  • Now displays an icon when you trigger the damage bonus.

LEVELS

  • Fixed soft lock on the bridge where two pieces could connect and make an impossible jump (without access to Double Jump).
  • Fixed multiple rooms with minor geo bugs.

TRAITS

Vertigo (REMOVED)

  • We received a bunch of reports of nausea, so it’s time to chuck this into the bucket of removed Traits. Plus, while Vertigo was a cool blast from the past, it doesn’t really fit the sequel.

FND (BUFF)

  • Disarm duration on hit reduced from 3.5s to 2.0s.

Crippling Intellect (BUFF)

  • Health reduction reduced from -65% to -50%.
  • Mana reduction removed -25% to -0%.
  • English text updated to show numbers. Unfortunately, we can’t do this for any other language yet, so they will retain their current text.

Spelunker

  • HP reduction reduced from -20% to -10%.

ENEMIES

Paintings

  • Significantly reduced HP for all tiers (T1/2/3).

THREADS

  • Re-sorted Burdens by order of unlock vs categorical.

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