Roger-2.6.0.zip
What's new
Changelog
2.6.0
Scourge Rush gets its own art and stops losing your runs. Scourge Defense gets attack animations and a third speed. And the whole addon finally sounds like a game rather than a menu.
Scourge Rush
- A run survives leaving. Close the window, switch tabs, reload or log out entirely - the run is waiting on the stage list when you come back, with the survivor, the stage, the clock and the level on it. It comes back paused, so you are not dropped straight into the swarm you put down. The pause menu gains Save and quit; Give up still throws the run away, and starting a new run asks before discarding a saved one.
- Endless is actually endless. It used to finish at fifteen minutes like a timed run, which is the opposite of what the button says.
- The Scourge get stronger from the first minute. Difficulty was meant to come from more bodies, but you kill them as fast as they arrive, so the field never filled and enemy stats never rose - a minute-fifteen skeleton had the same six health as a minute-zero one. Enemies now scale on the clock and on your own level, so a careful run and a reckless one both get a fight.
- The timed run is yours to set - ten, fifteen, twenty or thirty minutes.
- Both HUD bars work. Health and experience were permanently empty, including health at full.
- Every spell is drawn. Ten weapons, ten different effects: Bone Spear fires a lance of bone that was previously invisible, Consecration pulses light outward from you, Plague Vial leaves a bubbling pool, Reaping Scythe sweeps a real arc, Chain Lightning forks. Impacts, pickups, spawns and level-ups all show.
- The addon ships its own pixel art - fifty-six hand-drawn sprites in one texture sheet: every enemy, every survivor, the spell effects, the pickups, the tower-defence creeps, the gates and the scenery.
- Soul stones show what they are worth. They merge as they pile up, and they grow and change with the value, so it is clear which are worth crossing the field for.
- The level-up card says which of your spells an upgrade touches - the choice between a passive and a new weapon stops being guesswork.
- Ground scenery that stays put as you walk over it, and a scrolling grid so you can see how fast you are moving.
- Crits, knockback and pierce now do what their descriptions say. Shadow Codex is a duty cycle rather than a permanent ring, which makes its haste and duration mean something.
- Fixed: a crash on the first frames of a run, weapon cooldown sweeps, the pause button sitting on top of the ability icons, locked survivors looking identical to unlocked ones, and the level-up flash going off in the corner of the map instead of on you.
Scourge Defense
- Towers visibly attack. A muzzle flash in the tower's own colour when it fires, a spark where the bolt lands tinted by whoever fired it, and a distinct gold burst for a critical strike. The simulation had been announcing all three for as long as they existed and nothing drew any of them.
- Chain bolts and aura pulses redrawn. A Shaman's chain was a line of small coloured squares; it is drawn sparks now, tapering from the caster. Aura pulses are soft light rather than a ring of pixels.
- Bolts have trails, so you can see which way one is going.
- 3x speed. The button cycles 1x, 2x, 3x and back.
- Creeps lost their drop shadow, which at any density read as a grey smear rather than as depth, and they draw from the same pixel sheet as Scourge Rush.
Sound
- Real sounds, not menu noises. The addon had four sounds - a checkbox tick, a menu refusal, the bag coin and the spellbook page turn - stretched across twelve events. Creating a special gem, starting a wave and levelling up all turned a page. Every event has its own sound now, chosen by ear.
- Two of them had been silent the whole time. One of those four sound ids does not exist on this client at all, so clearing gems and clearing a wave played nothing and always had.
- A mute switch on the title bar, so you can silence Roger mid-pull without going looking for it.
- Choose which channel Roger plays on - Sound effects, Master, Ambience, Dialogue or Music. Each has its own slider in the game's own Sound options, so putting Roger on Ambience gives it a volume control of its own. There is a Test button to hear the difference.
- Separate switches for each game's sounds. Wave start and wave cleared make no sound at all.
Settings
- Search, so thirty options across five categories is one box instead of two screens of scrolling.
- Reset a section to its defaults, and a marker on every option you have changed from its default.
- Every destructive button now asks first. The wipe buttons printed a warning and erased your progress on the same click.
- Reset buttons for Scourge Defense and Scourge Rush - only GemCrush could be reset before.
- A keybinding to open Roger (Key Bindings -> AddOns). There was no way to bind a key at all.
Leaderboard
- Choose the name your rows carry, instead of always your character name.
- Choose who you share with - guild, group, or both.
- The maximum-rows slider now reaches the store it was supposed to cap.
2.5.0
A third game: Scourge Rush, a survivors-like.
You move with your cursor and nothing else. Every weapon fires itself, the Scourge close in from all sides, and every level-up is a choice between three upgrades. Survive fifteen minutes, or take the endless run and find out how far you get.
- Ten weapons across nine firing patterns - bolts, auras, orbits, sweeps, novas, lobbed flasks, piercing beams, summons and chain strikes. Eight levels each, and each level says exactly what it buys.
- Ten passive items feeding a fixed set of stat channels, so a passive improves every weapon that has the matching stat rather than being wired to particular ones.
- Four survivors, each opening with a different weapon, two unlocked by playing.
- Three stages of nine screens each, with a camera that follows you and clamps at the edges - so being cornered is a real position, not an impossible one.
- Bosses every five minutes, and elites between them.
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