Mod Support, Story Intro and Load Time Optimizations - Early Access Update #10
A little bit of mod support, a little bit of story and a lot of load time optimization- Early Access Update 10
[p]We opened up some ways to customize the game and added a lot of optimizations to the game with this update.[/p][p][/p][h3]Mod support with custom balance files[/h3][p]If you want to customize your experience then we have very exciting news, we made the first steps to support mods in Rogue Command. In your profile folders in the game directory you can now place custom TSV files that overwrite the values for all the units, buildings etc. in the game. We look forward to seeing what you come up with and to adding more ways for you to mess with the game later.
There is a readme in the mentioned folder with more details.
[/p][h3]Load time optimizations[/h3][p]There are no longer any load times for the nodes on the reward map! This makes for a way smoother experience between the levels. [/p][p]
[/p][h3]A bit of background story[/h3][p]We also added a small intro (currently only visible in the very first run on a profile, we will add a way to retrigger it later an) as well as some other small first steps to give a bit more insight into the world. While the story will never be a focal point, we will definitely add a lot more in the coming updates.[/p][p]
[/p][h3]Beta 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]See the full list of changes below. [/p][p][/p][p][/p][h2]Version 0.7.60 Changes:
[/h2][p]MINI INTRO:[/p]
- [p]small first steps to introduce a little bit more of the backstory. a) New intro (currently only visible when you launch the first run on a new profile. Option to show again coming later.) b) small intro text before the run (more variety coming later)[/p]
- [p]reduced PCX Nanohunter move speed but added active ability that they can engage to rush into engagements.[/p]
- [p]Allow overwriting of entity balancing (units, buildings, drops) in new mod directory (below profile directories). See examples and readme there (you have to run Rogue Command once to have them created).[/p]
- [p]No more loading times between reward map and the blueprint / upgrade / hack reward screens[/p]
- [p]Optimized load times between scenes a bit in general[/p]
- [p]new bootup method, for slightly faster initial game start.
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- [p]heat 0 attack rate change only triggers on correct heat level.[/p]
- [p]deck overview in level shows card and upgrade tooltips again[/p]
- [p]be sure that card and upgrade tooltips are displayed in the correct size[/p]
- [p]hide game stats in the upper right corner when opening assign upgrade view in shop[/p]
- [p]display upgrade tooltip in assign upgrade view in shop above cancel button and background[/p]
- [p]corrected some card / upgrade tooltip distances to the mouse cursor[/p]
- [p]Show reroll button again after choosing specialist hack[/p]
- [p]Infested Protection can no longer be applied to units without shields[/p]
- [p]Defender Heal upgrade heals in the correct amount[/p]
- [p]Show attack rate on card even if cooldown is set to minimum value. Slightly changed cooldown minimum value from 0.025 to 0.03 (as it is shown on card)[/p]
- [p]If building will be built upon player units in some cases they are forced to move to cliff corners were they could get stuck. Now they always move to other cells.[/p]
- [p]Vampirism upgrade can no longer be given to units or turrets that deal no damage[/p]
- [p]Placing Healing Spire Drop on small areas should now work as expected[/p]
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