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New Rogue Command update is the "most impactful" yet for the roguelike RTS

Some may tell you the RTS is dead. Perhaps they should look again. Rogue Command takes some of the spice from deck builders like Slay the Spire and places it alongside the real-time thrill of something like Command and Conquer. This new update offers the biggest shake-ups to Rogue Command yet.


Read the rest of the story...


RELATED LINKS:

Roguelike RTS Rogue Command sets launch date, and you can try it now

Command and Conquer reimagined as a roguelike in new RTS game out soon

Randomness control, difficulty and a new specialist - Early Access Update #9

Randomness control, difficulty modes and a new specialist - Early Access Update #9
[p][/p][p]This update is immense. In terms of making the game more fun it is probably the most impactful we have released yet. Here is a quick overview:[/p]
  • [p]More control over the randomness in your builds[/p]
  • [p]Difficulty selection[/p]
  • [p]Balance rework[/p]
  • [p]New specialist - Phasewalker[/p]
  • [p]Heat modes - late game challenge[/p]
[p][/p][h3]BLUEPRINT POOLS - A LITTLE LESS RANDOMNESS = A LOT MORE FUN[/h3][p]Update 9 addresses one of the biggest issues in the game: until now the only way to control how you build your deck is unlocking the rerolls every 10 XP Levels. This led to a bigger and bigger pool of choices which made it harder and harder to control the composition of your deck throughout a run. And while randomness will always be a part of Rogue Command, this was not satisfying. [/p][p]With this update we are introducing the concept of themed blueprint pools. So instead of just getting fully random choices you will get some information about the choices. So you might get pools for Tanks, Burning and Healers. Or turrets, support buildings and armored units. [/p][p]In our testing and according to the feedback from our beta branch players (thank you to our discord community After beating Ascension 10 on the current patch you will unlock the Heat Mode selector in the Run Setup. Each Heat Level makes the enemies stronger with more HP and more damage. Counted in roman numerals this mode is theoretically endless and in our discord we saw people already pushing this way further than we ever thought possible. How far can you push it? [/p][p]BTW, difficulty is independent of Heat, so if you choose a lower mode you can still enter the gauntlet, at your own pace.
[/p][h3]BALANCE CHANGES[/h3][p]The balance has more or less been completely reworked. The goal is to have more action but less “spammy” enemies. Scarier big units and more easily disposed of smaller harassers. We are still not done. But in terms of how we want the game to feel this is a huge step in the right direction. [/p][p]The basic challenge has increased, so feel free to adjust the difficulty setting if it does not feel enjoyable.[/p][p][/p][h3]NEW SPECIALIST - THE PHASEWALKER[/h3][p]Jump your army across the battlefield and hit the enemy where it hurts! A powerful fighter in its own right, the Phasewalker shines by providing your army with a way in and out of fights and simultaneous powerful buffs. The added mobility makes playing with it feel very different to the other specialists. [/p][p]We can not wait to see the builds you will come up with around it.[/p][p][/p][p][/p][h3]NEW CONTENT[/h3][p]On top of a new specialist, there is also a couple of new blueprints.[/p]
  • [p]The Buckler Mech: Combining a great protective active ability with heavy melee attacks.[/p]
  • [p]Missile Truck: super long range multi missile artillery unit[/p]
  • [p]Weather Tower: a turret / super weapon combo with a powerful stun strike ability [/p]
[p]And some more cool new Hacks and Upgrades that add depth to systems that were a bit neglected. More to come for sure! [/p][p] [/p][h3]BETA BRANCH UPDATES[/h3][p]If you want to get all the updates early and help us test out the new changes, you can switch your game to the Beta branch in your Steam library. Right click -> Properties -> Betas and select the beta from the dropdown menu.[/p][p][/p][p][/p][p]See the full list of changes below.[/p]
FULL CHANGELIST
[h3][/h3][h3]NEW CONTENT:[/h3]
  • [p]New Specialist Phase Walker [/p]
  • [p]New Unit: Buckler Mech[/p]
  • [p]New Unit: Missile Truck[/p]
  • [p]New Support Turret: Weather Tower - powerful turret and global stun wielder.[/p]
  • [p]New Hack: Ancient Protection [/p]
  • [p]New Hack: Abrasive Bounty[/p]
  • [p]New Hack: Long Reach[/p]
  • [p]New Enemy Variant - CF Tank Patrol[/p]
  • [p]New enemy unit - PCX CF Tank[/p]
  • [p]New enemy variant: PCX Elite Deconstruction Division[/p]
  • [p]Themed starter blueprint selection[/p]
  • [p]Additional passive effects for Support Tank and Mantis Specialists.[/p]
  • [p]Objective to hunt a mobile PCX Controller in L1 or L2[/p]
  • [p]New enemy unit: PCX CF Burner[/p]
  • [p]Added active ability to Sniper Racer that summons a SpyCam [/p]
[h3]

[/h3][h3]ASCENSION CHANGES:[/h3]
  • [p]Ascension effects have been reworked a lot. [/p]
  • [p]Highlights is that Elite and Boss Enemies now get specific benefits at certain Ascensions. [/p]
  • [p]And enemies can get a chance to build “Overclocked” units. [/p]
[p]

[/p][h3]GENERAL CHANGES OR IMPROVEMENTS:[/h3]
  • [p]Wisdomes cannot be targeted by ai anymore[/p]
  • [p]The first upgrade of a card can now influence the possibility of assigning the second upgrade of the card (e.g. Armored Attack upgrade can now be assigned to a blueprint with Armor-Up-Upgrade that had no armor originally)[/p]
  • [p]opening in-game menu, card view or deck view while in slow mode will now return into slow mode after closing it[/p]
  • [p]Introduced Heat Level after last Ascension is beaten[/p]
  • [p]Introduced difficulty modes[/p]
  • [p]Now it's possible to order an attack move via minimap[/p]
  • [p]Battle Preview Widget now also shows ascension and stage[/p]
  • [p]Database: sort by name as default[/p]
  • [p]Rerolls in the shop now also refills slots of bought items.[/p]
  • [p]Intermission screen now contains themed blueprint selections.[/p]
  • [p]Removed ability to build buildings on top of enemy units.[/p]
  • [p]Missile Truck now needs to deploy to attack[/p]
  • [p]Added duration info to Mantis specialist hacks[/p]
  • [p]Enemy or neutral buildings lying behind secondary fog of war now can be clicked and card info can be retrieved[/p]
  • [p]The deck can now be viewed again in the run results screen[/p]
[p]
[/p][h3]BUG FIXES:[/h3]
  • [p]Critical Burn upgrade can now only be applied to cards that deal attack damage[/p]
  • [p]Building Drop now destroys things like spider spawns and robo cores instead of letting them stuck beneath it[/p]
  • [p]While having multiple units selected and choosing target skill location the effect range circle will now update depending on which unit will cast its spell[/p]
  • [p]Made it more likely that no ai start building lies next to player start[/p]
  • [p]Boulder Turret Attack works more reliably[/p]
  • [p]Don’t let PCX units target stealthed player units with their skill[/p]
  • [p]Fixed Brazilian Heal Tower description[/p]
  • [p]IncendiaryAmmo now can only be applied to damage dealers[/p]
  • [p]Upgrades that change the area of skills or attacks can no longer be applied to lightning tower[/p]
  • [p]RangeUp upgrade can no longer be attached to Furnace[/p]
  • [p]While performing attack move now new targets are chosen within sight or weapon range (depending on what is higher) instead of sight range only[/p]
  • [p]Factory Glitch Drop and Factory Charger now work even if the factory is all queued up[/p]
  • [p]Don’t show crystal collect confirmer when Core Harvesters get a move command onto a crystal cell[/p]
  • [p]Fixed Boulder Turret dealing friendly damage.[/p]
  • [p]Don’t stack selection sounds[/p]
  • [p]Combat Engineer: don't teleport freshly produced units into map corners (where they stuck)[/p]
  • [p]Crystals can no longer be damaged by anything (except by harvesters)[/p]
  • [p]Prohibit walking on small cliffs diagonal to buildings because units might get stuck[/p]
  • [p]Prevent all healers from trying to heal allies, that can not be healed.[/p]
  • [p]Fixed a memory leak in the procedural mesh generation process[/p]
  • [p]Hack Faster attacks works correctly now[/p]
  • [p]Engineers can not be replicated by transport glitch hack. [/p]
  • [p]Reclaimer works correctly now[/p]
  • [p]Fixed some memory leaks[/p]
  • [p]Fixed some problems with layer borders introduced in the last update[/p]
  • [p]Robo medic heal line showing on card fixed[/p]
  • [p]Fixed some problems with layer borders introduced in the last update[/p]
  • [p]Tooltips now have a minimum distance to the borders[/p]
  • [p]Only select all units of same type if double clicking on same unit[/p]
  • [p]If blueprint is not yet unlocked it will not appear as reward in a specialised blueprint pool. If the pool contains not enough cards to choose from, it will be changed to the default pool.[/p]
  • [p]If AI unit cancels stealth of player entity because it is next to it, show entity as unstealthed again[/p]
  • [p]Fixed following behaviour while auto-attacking: the follower changed to its weapon range as follow distance and does not anymore[/p]
  • [p]Attack cooldown has now a minimum value of 0.025 (and thus attack rate has an upper limit)[/p]
  • [p]Hit box size on small PCX Slimes increased. [/p]
  • [p]Spy Tower should show up in Support Building Pools[/p]
  • [p]PCX Scouts should not interfere with volumetric fog[/p]
  • [p]Skill widget stat texts should no longer line break[/p]
  • [p]Healing Frugality now only checks for Harvester Factories and still works, when other types of refinery entities are on the map.[/p]
  • [p]Fixed the PCX Overseer card texts[/p]
  • [p]Fixed Infectious Extraction giving hidden stat boost[/p]
  • [p](hopefully fixed) audio issues when zoomed out too far.[/p]
  • [p]Engineer Particles should no longer shine through the deck view background[/p]
  • [p]missing Sniper Tag on Missile Truck added[/p]
  • [p]callback spire no longer showing in “spawner” pools[/p]
  • [p]Fixed “Solo” passive on sniper racer.[/p]
  • [p]Small layout fixes to the run result screen[/p]
  • [p]Fixed interaction between Hover Harvester passive rate increase and rate increase from active skill.[/p]
  • [p]Run Results Screen: Deck Overview can now be closed correctly using escape[/p]
  • [p]Vengeful silicone can no longer stun mantis when it kills friendly with redirect damage.[/p]
  • [p]Fire Mech Projectile hit more reliably and projectile count matches description[/p]
  • [p]Fixed error where enemy sometimes could no longer build Abductotrons[/p]
  • [p]Phase Walker Teleport no longer affects Harvesters.[/p]
  • [p]CF RespawnBackpacks only work when origin is AI[/p]
  • [p]Cargo only triggers on the first ever built Harvester Factory.[/p]
[p]
[/p][h3]BALANCE CHANGES:[/h3]
  • [p]PCX Prison HP reduced[/p]
  • [p]PCX Abductotron Skill charge up more visible / audible[/p]
  • [p]Crystal Towers no longer a possible base location for PCX[/p]
  • [p]Robo Harvester - Capacity 15 -> 10[/p]
  • [p]Armored Harvester - Capacity 80 -> 60 / Rate 8 -> 6[/p]
  • [p]Hover Collector - Cost 240 -> 260 / Rate 5 -> 4[/p]
  • [p]Core Harvester - HP 50 -> 30[/p]
  • [p]Kill charge upgrade charges 0.5 MP instead of 2.[/p]
  • [p]Recycler HP reduction 25 instead of 30%[/p]
  • [p]Support Tank HP bonus 25% instead of 20%.[/p]
  • [p]Mantis starting hack reduces attack by 10% instead of 20%. Added 25% move speed bonus for melee.[/p]
  • [p]Mantis Cap raised to 4, cost from 400 to 250 crystal.[/p]
  • [p]Light Artillery Cap raised cost reduced.[/p]
  • [p]Support Tank - Added passive Heal aura. Cost 160 to 140, DMG 9 to 12, Attack Cooldown 2.5  to 1.5, Skill Duration 30 to 25[/p]
  • [p]A lot smaller changes to the enemy starting building configurations. [/p]
  • [p]Blink Walker enemy nerfed.[/p]
  • [p]Strength and Turbo effects reduced.[/p]
  • [p]made some of the simple PCX units slightly stronger.[/p]
  • [p]Shields amount decreased on a lot of units and upgrades, decreased Shield recharge cooldown and increased recharge per second.[/p]
  • [p]Almost all PCX units +10 HP[/p]
  • [p]Player turrets caps raised and adjusted some damage and hp[/p]
  • [p]Tweaked the variables for the enemy attack behavior a bit.[/p]
  • [p]Complete Mantis rework[/p]
  • [p]Team Taker upgrade attack rate impact reduced[/p]
  • [p]Multi Grenade Van Projectiles are homing now[/p]
  • [p]Duplication ray can no longer target buildings[/p]
  • [p]Bounty bot skill damage adjusted upwards to make up for the shield decrease[/p]
  • [p]Rocket Walker shields increased and HP slightly decreased.[/p]
  • [p]Adjusted collision sizes on PCX small and mid slimes.[/p]
  • [p]Harvest Tuner rate increase 25% instead of 15.[/p]
  • [p]Tunneler enemy variant setup adjusted.[/p]
  • [p]Material Transfer has a max stack of 10 Armor now.[/p]
  • [p]A lot of changes to enemy units and enemy variants. The general goal is to have less unit spam in higher ascensions. A more difficult base level of difficulty. A better spread of the enemy bases.[/p]
  • [p]Recycler has a new passive aura effect (experimental). [/p]
  • [p]Mantis starts with 1 cap limit. Gains another with the specialist hacks. [/p]
  • [p]Protected Start no longer affects spawns.[/p]
  • [p]Further enemy variants changed to do less unit spam. [/p]
  • [p]Heat 0,10,20,30,40 and 50 now reduce enemy attack cooldowns by 5% [/p]
  • [p]Heat damage increase reduced to 2.5% per heat level.[/p]
  • [p]Heat: Added additional factories to Boss enemies from Earlier Ascensions added to the random rotation in heat runs.[/p]
  • [p]Mantis rebalance - MP cost rises per skill use. Base damage increased.[/p]
  • [p]Phase Walker rebalance[/p]
  • [p]Vampirism heal cap introduced[/p]
  • [p]more tweaks to some enemy setups[/p]
  • [p]PCX Corrosive Tractor armor reduction duration increased but capped at 0[/p]
  • [p]Increased the heal on Defender Heal upgrade[/p]
  • [p]Increased damage granted by Death Lesson Upgrade[/p]
  • [p]Buffed Sole Income Hack[/p]
  • [p]Decreased Wall Block Armor and raised HP[/p]
  • [p]PCX Tacticonnections summon more reinforcements on Ascension 6+ and 9+[/p]
[p]

[/p]

The Bomb Fix - Early Access Update #8

The Bomb Fix - Early Access Update #8

This is mostly an update full of smaller fixes.
One to highlight is that we improved the attack behavior of *Bomb* units. So going for builds featuring swarms of self-exploders should be a lot more fun now... and enemies featuring bombs a bit scarier...

More new features are currently in the work and should be coming soon.


[h3]BE PART OF THE BETA TO GET UPDATES EARLIER[/h3]
If you want to get all the updates early and help us test out the new changes, you can switch your game to the Beta branch in your Steam library. Right click -> Properties -> Betas and select the beta from the dropdown menu. Of course there also might be a couple more bugs on this, but we usually fix them very quickly on there.


See the full list of changes below.


[h2]BALANCE CHANGES:[/h2]
  • PCX Brood Mech skill warning persists a little longer before the skill hits.
  • Some Drop prices increased to adjust for power.


[h2]BUG FIXES:[/h2]
  • Prohibit opening in-game menu while playing win/lose sequence to prevent exceptions
  • Win/lose Sequence: auto scroll and zoom again
  • Sniper Range can now also be applied to RoboPoker
  • Allow combat engineer's missiles to live longer to reach far away targets (when using the growing reach hack)
  • Make it more unlikely for units to get stuck on layer borders
  • Let melee units move closer to the building when attacking it
  • No (invisible) rally points for harvester factories
  • Engineers shoot automatically on enemies in their weapon range while standing
  • All Bomb units should hit their targets more consistently now.
  • PCX Bomb units should behave more consistently with the triggering of their explosion state.
  • PCX Brood Mech skill description fixed. Can no longer summon when stunned
  • Core Harvester RushBeacon teleport exploit fixed.
  • Stun more robust in how it handles buildings


[h2]PERFORMANCE OPTIMIZATIONS:[/h2]
  • Draw entity stats widget only one time when selecting several units at once

The big information update - Early Access Update #7

The Information Update - Early Access Update #7

Update 7 is our biggest one yet and addresses something that a lot of you have been asking for: More information!

[h3]DETAILED SINGLE UNIT INSPECTOR[/h3]
We added a super detailed single unit view, that shows all changes that the currently selected unit has and where they are coming from. This makes it a lot easier to understand some of the interactions or to simply confirm that your build works as intended.



[h2]COMBAT PREVIEW [/h2]
On the reward map (and when you pause the game mid combat) you now get a panel telling you the name of the enemy variant you’re facing, the biome of the map and the landscape generator of the map. This might allow you to pick some things according to what kind of opposition you expect and also allows us to talk more clearly about which enemies are the most fun or where you have encountered an issue.



[h2]BALANCE CHANGES[/h2]
On top of this we have also deployed the first really big batch of balance changes. This should improve some of the more egregious spikes in difficulty. But is is still the first of many to come. So please let us know, when some enemy seems super unfair or so easy, that it is not fun.
We also reworked the mechanic of the Ascension Stage 10 Boss a bit to feel a little more fair and interesting.

[h2]NEW CONTENT[/h2]
And to top this update off, we also have a pretty nice list of new content, that is the starting point for us to add more fodder for different types of builds. We can not wait to see what you come up with.

[h2]BE PART OF THE BETA TO GET UPDATES EARLIER[/h2]
If you want to get all the updates early and help us test out the new changes, you can switch your game to the Beta branch in your Steam library. Right click -> Properties -> Betas and select the beta from the dropdown menu. Of course there also might be a couple more bugs on this, but we usually fix them very quickly on there.


See the full list of changes below.



[h2]NEW CONTENT:[/h2]
  • Added “Surface Scan” a pre mission briefing, showing the name of the upcoming enemy as well as the landscape and biome. These unique IDs should make it easier to talk about the different elements of the game. It also contains the run and map id, so if you send us a screenshot of this, it is very easy for us to recreate a game state.
  • New Enemy Variant for second Elite encounter.
  • Added Oil grenade skill to robo poker.
  • New Hack Critical Optics - 10% critical chance for Sniper role.
  • New Hack Critical Regeneration - Crits grant regen.
  • New Hack Advanced Shields - Shielded get crit chance.
  • New Hack Emergency Shields - Battered triggers shields
  • New Hack Anti Shield Rounds - attacks remove additional shield charge from target.
  • New Hack: Effective Veterans - veterans get turbo on kill.
  • New Unit: Flame Arrow
  • New Unit: Heavy Machine Gun Truck - ultra long range slow vehicle
  • New Unit: Swarmer




[h2]GENERAL CHANGES:[/h2]
  • Blueprint Cards now show in detail what effects causes which buffs or debuffs are applied
  • In-game card view now shows the current stats of the selected unit (including its active status effects)
  • 60 fps is the new default frame rate limit
  • Armored Tractor has a new critical modifier against enemy robo targets. The active ability now has a small Area of effect.
  • Improved Status effect icons
  • Ascension Buttons in Run Setup visible from the start in preview mode.
  • Rush Beacons now show charged status on the minimap
  • All collectors now trigger the “harvester lost” warning and also signal the position on the minimap.
  • Specialists trigger warning and minimap blink when they get killed.
  • Slight UI adjustments on the cards for better readability.
  • Reworked Mechanics of Ascension 10 Boss.
    The invincibility mechanic of the PCX Turbines has been replaced by something that is a lot less finicky and hopefully more satisfying to play against.




[h2]BALANCE CHANGES:[/h2]
  • PCX slime enemies debuffed.
  • CF 3 improved
  • PCX Poker debuffed.
  • PCX Siege Tower armor added, and HP raised
  • PCX Fortress damage raised
  • CF Respawn Packs take 25% longer to charge up.
  • Commando Mech damage increase 2.4 to 2.8, HP 130 to 150
  • Welding Runner - HP raised by 5, skil size .75 to 1.25, production time reduced by 4 sec
  • T0 Tank - damage raised 4.5 to 5, weapon range 4 to 4.5. HP 120 to 130, skil duration +5 sec.
  • Robo Marine attack cooldown 1.8 to 1.6, factory cap 8 to 10
  • Blockade Tank attack size 0.8 to 1.2, production duration 35 to 30, passive heal 2 to 2.5
  • Factory Charger - Cost 500 to 400
  • Hover Sniper, factory cap 3 to 4, unit cap 10 to 8, weapon range 7 to 7.5, damage 10 to 14
  • Little Lighter: Factory cost 360 to 320, damage 2 to 3, burn duration 3 to 4 sec.
  • Grenadier 4x4: attack size 1.6 to 2, damage 9 to 12, HP 80 to 60, unit cap 4 to 6
  • Ultra Gunbot: cost 160 to 140, factory cost 520 to 480, factory cap 3 to 4
  • Ultra Turret: cost 800 to 700, attack type changed to splash with a size of .6
  • Claw Bot: damage from 2.4 to 2.6.
  • Headhunter: unit cap 3-5, HP 120 to 160, skill size 2 to 2.5, Damage 8-10
  • RocketWalker: unit cap 4 to 6, attack cooldown 4 to 3.5
  • [1:48 PM]
  • Laser Tank: Cost 200 -180, factory cost 500 - 440, HP 120 to 140.
  • Sniper Turret: Cost 360 to 320, cap 10 to 12, HP 300 to 400, skill cost 20 to 15.
  • Smart Grenade Marine: cap 3 to 4, attack range 4 to 5, attack cooldown 5 to 4, HP 90 to 60, Shield 4 to 5
  • Planter Tank: attack cooldown 2 to 1.2, skill cost 20 to 15, MP 30 to 20
  • Repeater Turret: HP 270 to 400, skill cost 20 to 15
  • Gatling Walker: Salvo shot count 4 to 6, attack cooldown 0.35 to 0.4 sec, production time 45 to 36, HP 320 to 360, factory cap 1 to 2, unit cap 5 - to 4.
  • Exciter Beam Cruiser: attack cooldown 0.5 to 0.4, attack range 6 to 7. Production duration 40 to 32. Unit cap 4 to 5.
  • Recycler - Cost 120 to 80, production time 18 - 15, attack cooldown 1 to 0.8 sec, Starting relic factory cost reduction 80% to 75%.
  • Player - Mine damages increased
  • MP Chargebot now applies burning, when the skill is active.
  • Robo Micros Factory cap raised to 10
  • Ancient Turret buffed
  • Explosive Surprise - damage increased to 20 from 10.
  • Hack vacancy filler changed to 90% production time reduction instead of 50%.
  • PCX Nano Hunter HP reduced, attack speed slightly reduced.
  • PCX Poker attack speed slightly reduced.
  • PCX Elite Melee Division enemy variant has fewer buildings on start
  • some upgrade pricing changes




[h2]BUG FIXES:[/h2]
  • Set unattainable Hacks to inactive, so they do not falsely show up in the database.
  • Be sure to have camera placed above engineer when level starts
  • Prohibit zooming when it is not allowed
  • Don’t show in-game-tutorial before player has pressed start button
  • Don’t show attack rate for Blueprints that do not attack
  • Close button for Profile Select screen.
  • Fire Mech Skill can no longer damage your own units.
  • Removed unreachable upgrades from the database
  • Fire Booster critical passive works correctly now
  • fixed that some blueprints could not show up as a reward. (so basically weather tower, Boulder Turret, and Lightning Tower are new blueprints as of this update.)
  • Cull Turret cull sound no longer globally audible
  • Echo description clarified
  • Brood Mech active skill description added
  • Tick Walker name inconsistency fixed
  • Charge Laser Tank sniper behavior module removed to match description
  • Units that respawn via Support Tank’s Respawn Hack or Robo Replicators now count into unit cap correctly, units spawned via drops or unit chest ignore unit cap
  • Abrakazoom Hack uses Card Change instead of entity mod for skill range increase
  • Overload Specialist Hack now also triggers, if you manage to get Recycler copies as a spawn.
  • Enemies attacking their own buildings because of Confusing Panic will stop doing it when panic ends
  • Robo Poker now accepts “Range Up” Upgrade
  • Bounty Bot now accepts Skill Damage upgrade (the multiplier can now be influenced by relics, upgrades and so on)
  • Upgrades CriticalStuns, Slow and ArmoredAttack can only be applied to damage dealers from now on
  • Removed duplicate objective from Ascension 7 Boss
  • added missing translation for Asc7 boss
  • AI no longer attacks unreachable obstacles, which sometimes caused them to get stuck for a while.
  • AI no longer attacks crystal towers or chests or neutral buildings that would give them an advantage.
  • fixed broken icon for vampirism update.
  • fixed units on transporter crash sites spawning with the wrong tag.
  • fixed armored tractor skill icon to correct type and it not being able so self target.
  • changed CF respawn packs to only work on the original unit.
  • fixed PCX Dragon Bug to not hit targets on layers above itself.
  • removed inactive sniper tag from Heavy Machine Gun Truck
  • callback spire now also teleports spawns
  • fixed skill duration upgrade being offered on basis of skill range and not duration
  • fixed missing part of the Heal Drop description.
  • fixed defender upgrade inconsistency
  • don't take over card changes from run into database
  • Advanced charging uses card change instead of value change so the change is visible in the card view.

Early Access Update #6 - Laying the foundation for bigger things to come.

Early Access Update #6 - Version 0.6.28

The changes and improvements keep on rolling in.
On top of the changes in the long list below we have done a lot more work behind the scenes to get a better picture of where we are in terms of difficulty and balancing. This will allow us to make very targeted changes in the coming updates and make the experience of playing through a run and fighting your way up the Ascensions more satisfying, with less arbitrary spikes.

[h2]No more unfun hunt for chests:[/h2]
If the map contains something that would give you a persistent benefit for the rest of the run and not just for the level, then it will be revealed on level start. So there are no longer chests with coins, drops or start crystals. While these were fun, they also set an incentive to not end the battle and scout the map until you are certain nothing is left, which is really unfun.

[h2]Beta updates[/h2]
If you want to get all the updates early and help us test out the new changes, you can switch your game to the Beta branch in your Steam library. Right click -> Properties -> Betas and select the beta from the dropdown menu.

See the full list of changes below.

[h2]GENERAL CHANGES:[/h2]
  • Changed text element in run result screen, so it should not break in languages with wide letters.
  • fixed some texts being in the wrong language in the reward map tooltips.
  • removed the chance of burning spawning a fire.
  • second chances upgrade reworked to give a chance to ignore damage instead of temporary armor.
  • Removed Chests that have run persistent effects, so there is never reason to delay a win to hunt down chests.
  • Crashed PCX Transports will be revealed on level start.
  • Introduced system word for pure damage and clarified core sniper skill with it.
  • Rocket Marine Skill changed to location AoE, projectile hits faster to make up for the loss of tracking.
  • Added Version Number to Main menu


[h2]BALANCE CHANGES:[/h2]
  • Callback Spire, cost and skill cost reduced and skill size increased.
  • Robo Grenadier - range increase, AoE increase, cost reduced
  • cf05 hp reduced
  • pcx poker hp reduced
  • Many changes to the Enemy Setups, to make difficulty curves more even.
  • PCX Tunnelers start with empty MP
  • PCX Siege Armor production duration raised to 180s
  • Mantis mech: cap changed to 3.
  • Mantis mech: temporary movement speed effect removed from skill.
  • Mantis mech: slight attack speed increase


[h2]BUG FIXES:[/h2]
  • don't throw exception if trail of projectile vanishes before impact
  • fixed: some languages showed a broken text on level start and objective.
  • Sniper Racer passive no longer triggered by Crystals
  • added shot audio to beam spirits
  • incendiary hovercraft hover effect no longer wrong scale on card preview
  • bomb bike and robo bomb correctly have the melee tag and will benefit from hacks and upgrades that are tied to melee.
  • mantis mechs should no longer be able to all eat the same unit.
  • Headhunter skill now also affects buildings.
  • Landscaper upgrade: trees no longer count as friendly.
  • AI is now more capable of clearing obstacles on paths they want to follow
  • Don't let stealthed buildings be chosen as attack target by the ai
  • Turret Drops on small plateaus spawn turrets outside the plateau if necessary.
  • Mantis Mech: skill cannot be applied to Mantis Mechs, Spawns or Engineers.
  • Robo Warlock attack could not hit obstacles.
  • PCX Cocoons now correctly teleport to a random obstacle on spawn.
  • AI can no longer attack its own buildings to clear up paths.
  • Fixed possible critical exception error caused by the PCX Crashed Transport event.
  • Rush Beacons can no longer trigger their charged state message, if they can not actually spawn another Extender.
  • Fighting Rush Hack now works as expected
  • Heavy Slow Hack effect more reliable
  • Reworked several Hacks that rely on Status Effects to trigger dynamically to be more reliable.
  • Passive effects, MP charge bot and Heavy MG Tank reworked to be more reliable.
  • Spawn Crystal fields correctly on the map even if player start area is separated by obstacles.
  • Fixed a lot of the upgrades that falsely could or could not be assigned to certain blueprints.