Rogue Wizards

Rogue Wizards

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Ennu Sep 29, 2016 @ 5:51am
Translation German

Do you plan to translate this game into german?
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Showing 1-9 of 9 comments
Spellbind Studios  [developer] Sep 29, 2016 @ 12:43pm 
German is very high on my list for localization (in fact its' #1) ... no firm plans yet, but I'll be looking to start those efforts in a few weeks I hope.
n0tice.Wolf™ Oct 1, 2016 @ 2:12pm 
this would be very nice!!!!!
Ennu Oct 4, 2016 @ 10:32am 
Thank you for the info.
any news? Can we get german translation?
Spellbind Studios  [developer] Feb 6 @ 10:42am 
Sure thing, I actually have some news to report on this front which this is perfect timing for.

99% of the game has been translated into German, French, and Spanish ... a new build with these languages will be release this week, even though not absolutely everything has been translated.

Once it's out, there will be an announcement here for sure ... but I'd really appreciate anybody who uses those language options to please give me feedback on the translations either here or via the in game feedback reporting.

I still have one more final round of translations setup that will get all these missing text, but that won't happen until around the end of March, and will be published in a new build to Steam in April.
Ennu Feb 6 @ 11:11am 
Thank you for your Info :-)
Spellbind Studios  [developer] Feb 13 @ 6:31pm 
German translations are now online ... here's the patch notes from the version that just went live.

v1.1.323 - Divine Treasury + German + French + Spanish

Major Changes
  • The divine treasury is now available in town and grants you three magic items per day
  • A new UI has been inserted specifically for quick pet selection as the last step when traveling to a dungeon
  • Localized into German, French, and Spanish languages ... users will be prompted once on startup to select a language and a new language UI is available from the home menu to change to any language instantly
  • New dialog and scroll fonts that properly support all available languages
  • Gauntlet games now generate more followers to hire (up to 2) and more frequently they appear in the dungeons
  • If you die at a guild wizard boss, when you play that level again you now warp to the boss fight and don't have to play the level over

Minor Changes
  • Artichuk pet melee damage increased almost 2x
  • Firebrand magic attack now does some intrinsic damage as well as summon a flame hazard
  • Counter damage will no longer occur if the source actor is frozen
  • Story scrolls now animate position and glow green so you can't miss them and think you're stuck in a boss arena with no way to exit
  • All UI buttons that take a cost when pressed have been unified into similar looking layouts with consistent cost icons and tooltips
  • When a legendary or better item drops, a sound effect is now played
  • Added damage to sentinel skill description text
  • Removed property lines from spell upgrade UI tooltips, we now show only the descriptions which contain all the necessary information in a much more compact space which is good for small devices
  • Spell upgrade tooltips now have a max height and will autosize themselves smaller until they fit within the UI constraints
  • New audio for all enemies killed event on a level
  • Gemstones is now called Platinum and the art has been more silver blue like
  • "Idle" time is no longer included in overall game time played, a player is idle if there is no input for more than 30 seconds
  • Increased Banish spell radius
  • Malevolence, Dominator, and Replicating blob now pushed untill after ice rift in story games
  • Quests can now up the random quest count if they are failed, we use this when failing the first ice wizard boss just incase the player feels the need to grind in order to get ready for the boss
  • Tooltips now use the avatar background instead of scroll background because it has a little design on it that's cool

  • Fixed being able to put your spell runes in personal and gauntlet vaults (among a couple other UIs)
  • Fix crash caused by double removing actor from ActionManager.m_actorsToRun ... showed up rarely during Guild Wizard boss fights when wizard teleported to a cell that was hiding.
  • Tweaked a few UI sizes and placements so that they work better for both desktop and the upcoming mobile release
  • Fixed a possible crash in hall of fame entry generation when killed by an unknown actor
  • Fixed procs that were set on wands not triggering properly
  • Speed up the hit animation on the Fire Giant
  • Do not display notice text for item mastery level up if that item does not belong to the player (followers)
  • Fix shield orbs running their hide logic after the orb had been destroyed by other means by passing in the orb actor in to the event to hide, which will validate the actor is still valid before calling the callback via the EventManager
  • Fixed possible crash from many skills that registered and event without an actor to validate the state properly when the event time arrived
  • Fixed a UI display issue where the damage totals for an item might be off by 1 when adding up and showin

  • Upgraded to Unity 5.5.1
  • Updated zip archive libraries
  • Updated to HockeyApp 1.1.3
  • Compacted contents of a UI sprite atlas down to one
  • Cinematic now uses icons for press to continue instead of text
  • Fixed home menu being offset wrong
  • Increased font of tooltip text on ring menu items
  • GoldUI is no longer made visible when opening up VendorUI interact ring menu
  • Added confirmation dialog box when proceeding through the pet selection when no pet is selected, but there is one that is ready to use
  • Fixed CombatBoss causing healing to boss
  • Tooltip background, border, and property icons have been moved from UIScroll to UIInventory sprite atlas
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