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Roguefort PlaytestNewsRoguefort v0.19.2 - "Suitably Wild"
Game update

Roguefort v0.19.2 - "Suitably Wild"

Roguefort Playtest · published 27 Aug 2026, 07:35 UTC

All newsPlayers around this dateRead on Steam

Hey everyone,

A quick hotfix today, with the main purpose of fixing a bug where enemies nearby settlements and your base couldn't deal damage to the player. This is fixed along with some changes to how wild the world feels close to your starting spawn area on new runs (it's a little wilder, let's say suitably so, I hope).

The rest is QoL and jank fixes.

Thanks as always for the playtesting and reports.

Tim

Combat

  • Wild creatures can hurt you again. An internal safety check was silently swallowing the attacks of nearly every wild creature — boars, wolves, ghosts, toads, 36 of the 39 kinds that roam the overworld — from the moment they spawned.
    Dungeon monsters and town guards were unaffected, and reloading a save cleared it for a while, which is why the bug seemed to come and go between players. (sksniperks, rubberychicken)
  • Separately, a creature you had already wounded stopped being able to hurt you for the rest of the fight. Thorns damage was the one exception, and a trap or a guard wounding a creature could set it off without you attacking at all.
    (sksniperks, rubberychicken)
  • Bug report files now record far more detail whenever combat damage goes missing, so if anything like this ever comes back it can be tracked down from a single report.


The Safe Homeland and world pacing

  • The calm zone around your starting area shrank from 150 to 80 tiles — the wild was starting an unreasonably long walk away. (Iso, samv123)
  • Walking out of the starter valley finds trouble quickly now, but between 80 and 150 tiles from the start, pack species arrive as a single scout rather than a full pack. You will meet a lone wolf before you meet its family. Past 150, the
    packs are at full strength.
  • Your homestead is a sanctuary, not a force field. Setting a home in the wild no longer projects starter-valley safety around it: packs still will not spawn within 150 tiles of your base, but lone predators of the local danger tier will
    come calling, and mythic beasts no longer avoid the area. Planting a campfire in dangerous country to farm it in perfect safety was an exploit, and it is closed.
  • Grazing wildlife no longer crowds out predators. Peaceful animals and hostile creatures now draw from separate spawn budgets, where previously five deer at your camp meant no threat could even roll the dice.
  • The countryside around settlements has wildlife and threats again. Townsfolk were being counted against the wildlife limit, so the land around every village and town had spawned nothing at all — ever.
  • Daytime spawn rates rose slightly outside the starter valley. Nights were already lively and are untouched.
  • The Shadow Wolf exists. A quirk of the old safe-zone rules made it the one creature no player could ever meet — it has never once appeared in the full game. Look for it at night, alone, just beyond the starter valley. All 57 wild creatures
    can now be found in the world.


Quests

  • "Clear hostile creatures near the village" contracts can be completed without dragging enemies toward town. Kills now count across the village's real hunting grounds, past the quiet ring that keeps wolves away from the town gates — within
    120 tiles of the giver for a village, 150 for a town. Quests already in your journal keep their old range. (samv123)
  • Villages inside the starter valley no longer post clear notices at all — there is nothing there to clear, so the giver offers different work instead.
  • Fixed a quest marker in the starting town pointing at an NPC who then had no quest to give. The marker and the conversation now agree. (samv123)


Settlements and townspeople

  • Faction leaders no longer scream "This is my house!" at you in the middle of the covered market. A household had been moved into the market hall in all five capitals; the leaders have been properly rehoused. (arkhaven, trespiratesque)
  • Signposts step to the road's shoulder instead of planting themselves in the middle of the carriageway — some were blocking town roads and, in the worst cases, villagers' front doors. (soeshii)


UI

  • Character sheet tag tooltips count the perks you actually hold instead of always claiming "you carry no perks with this tag yet". (nalathnidragon)
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