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Rogue's Tale update for 18 March 2021

Version 2.06

Share · View all patches · Build 6379251 · Last edited 18 March 2021 – 14:09:25 UTC by Wendy

Patchnotes via Steam Community
  • Scroll of Ender card should no longer exhaust another random card.
  • Added disoriented status effect that prevents casting teleport spells.
  • All teleport effects now cause you to become disoriented for a while.
  • Item trade, repair, enchant and identify costs have been changed.
  • Highscores are reset again due to the changes.

There's two things that are overused and they feel too powerful. The first thing is Plane Shift and the second thing is Blessed Amulet of Free Action. So, they are slightly toned down by adding a disoriented effect that prevents casting Plane Shift again for two turns (effectively 1 turn because your turn ends after casting), or in case you have a haste effect from rings or amulets, for D3+2 turns (that is up to 9 actions).

Trade, repair, enchant and identify cost changes:

When you sell an item while having charisma 7, you get paid 30% of the item's base value.

In the previous version, this value was then multiplied by charisma multiplier (up to 2.0), enchant multipliers (1.6 per enchant) and blessing multiplier of 1.5. So, a double enchanted and blessed item would have sold at 230% of the item's base value at 12 charisma (0.3 2.0 1.6 1.6 1.5).

Those multipliers have been nerfed and charisma multiplier is now up to 1.5 and enchant multiplier is 1.4 per enchant. Therefore, a double enchanted and blessed item will sell at 132% of the item's base value at 12 charisma (0.3 1.5 1.4 1.4 1.5).

The relative effect at charisma 7 (i.e. a new guy) goes from 115% down to 88% of item's value. This is still a considerable nerf to sell costs and that is balanced by adjusting all other service costs as described below.

The aim of these nerfs (and buffs) is to entice you to go explore and die in a horrible way instead of playing Merchant's Tale.

Weapons, armour and shields used to have different repair costs ranging from 40% to 60% of the item's base value. Repair costs are now cheaper but they are now also affected by the number of enchants.

The cost of repairing an item is now 20% of the item's base value and that is then multiplied by 1.5 per enchant. So, the cost to repair a double enchanted item is now 0.2 1.5 1.5, or 45% of the item's base value.

In general repairing is now much cheaper while you're not in fully enchanted end game gear.

Enchant and identify costs have been halved and it now costs 50 gold coins to enchant and 10 gold coins to identify an item. Hopefully this entices exploring even further and makes a few more items worth selling.

Unfortunately all of the above (as well as certain server changes) require that highscores are reset again. We do have a winner for version 2.05 though, and we'll hopefully be seeing "it" in the next update. server changes:

Well, this was supposed to be a content update but as it turns out there are some "players" that are more interested in decompiling and modifying the game and in some cases using a modified game to cheat while playing on the server.

This version adds a number of checks on the server that can see if the client is modified and if that is the case then the server closes the connection and deletes the user's account.

So, if you mod your game or use a mod made by someone else, or "accidentally" happen to use memory mapping cheat tools, please use them offline only.

The private server is no longer available for download so no more running a "Localhost" server. There were so many changes and time wasted that I'm not willing to spend any more time to merge them to the private server at least for now.

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