1. Rogue Command
  2. News

Rogue Command News

Version 0.8.74 - Unity Security update

[h2]Version 0.8.74 [/h2]
Unity Security update: Unity discovered a vulnerability in their engine that is serious enough that they told everyone to update all editor versions AND the apps they built with them. This is that update.

They say windows and valve have already been informed and are doing things on their end, so that the discovered exploit should not result in any issues, but we chose to update our unity version (scary) and make a new build right away.

We tested the new build as much as we could, because an editor update can lead to some sneaky bugs, but it all seems good.

Small balance patch

This patch just has a couple of small adjustments.
Slightly improving most economic starters and nerfing the armored harvester a little bit.
Balance will be worked on a lot in the coming weeks.

The Metagame Update - Early Access Update #12

Introducing the Battle Archive - Early Access Update #12
[p]Our new metaprogression system is live for everyone now! [/p][p][/p][p][/p][p]We have had some chunky updates before, but this is probably the biggest change to the game yet. Rogue Command moves from a more roguelike oriented progression system to a roguelite system. This means that you unlock ways to actually gain strength between your runs, not just new stuff to add to the pool.[/p][p][/p][h3]HOW DOES IT WORK?[/h3][p]The battle archive allows you to invest archive tokens into a huge tree of different upgrades. You gain tokens for every profile XP level and for every new ascension you beat. Assigning points is super easy:[/p][p][/p][p]You left click to assign, right click to unassign. Shift buys or sells the whole stack. And if you want something that is further along the tree it will automatically buy the nodes you need to get there.[/p][p]This makes experimenting with different loadouts super easy. Adding a couple of armor stacks for example really helps making your turrets more of a reliable backbone.[/p][p][/p][p][/p][h3]WHY ARE WE INTRODUCING THE BATTLE ARCHIVE?[/h3][p]I have said a lot about that in the last post, when we announced the feature. The most important reason is that we really think it makes the game more fun and more motivating to conquer. The additional layer of tinkering and experimentation really underscores what Rogue Command is all about, coming up with the most bonkers builds and especially those that support your playstyle.[/p][p][/p][h3]SUBJECT TO CHANGE - LET US KNOW HOW IT FEELS![/h3][p]Please note, that the Battle Archive might still change significantly. Nodes might be removed, costs might change. Getting the balance right on this is going to take some time and most importantly your feedback. [/p][p][/p][h3]BATTLE ARCHIVE AND BALANCE - HARDER IS MORE FUN, RIGHT?[/h3][p]The game has been rebalanced from scratch as well. We took a lot more time to actually play test the game ourselves with and without battle archive updates and have really ramped up the difficulty. [/p][p]Really significantly this time. [/p][p][/p][p]Balance is maybe the most important thing we want to focus on before going out of Early Access. For me (Mario) personally, this is the most fun I've had with the game. But I am very aware how skewed my perspective is on this, so please let us know how it feels for you.[/p][p][/p][p]Also please do not hesitate to adjust the base difficulty if you feel the game is too hard now, that is why the option exists. The description for the Engaged difficulty was not quite correct, but it is now.[/p][p][/p][h3]NEW HOTKEYS[/h3][p]Another really great addition are some new hotkeys. From F1 to F5 you now have a set of choices to select: [/p]
  • [p]F1: all visible combat units. I find myself using this all the time. Often you want to just have the army you can see.[/p]
  • [p]F2: still selects all combat units all over the map. When you want to go for that all in attack... or desperately need everything to come back to defend... [/p]
  • [p]F3: Select all harvesters. Again something I use all the time to trigger the harvester skills, really handy.[/p]
  • [p]F4: Select idle harvesters - while the harvesters usually seek their next patch on their own, sometimes you might accidentally send them somewhere else or forget to deploy the Core Harvesters (cough, cough, not that I ever do that...).[/p]
  • [p]F5: Select all buildings with active abilities. This makes going for the super weapon type buildings a lot more fun. [/p]
[p]These new keys currently do not have UI elements associated this will likely come later down the road.[/p][p][/p][h3]HEAT LEVELS UPDATE[/h3][p]Heat levels have also been updated and are a lot harder. Feedback we have gotten indicated that it felt like too much of a slog to get a point where it becomes really hard and therefore we ramped those up as well. This might very well mean that if you have gotten deep into the Heat levels, you will have to find your sweetspot somewhere lower. [/p][p]Heat overall is still a bit weird. The idea of an endlessly scaling monster is scary from a game design perspective, since there is nothing we can do to make this balanced at all. We know a lot of people still really enjoy the punishment, but please be aware that there is no guarantee for the heat modes to be beatable beyond the single digits.[/p][p][/p][h3]BUGS! [/h3][p]As always we also have a huge list of bug fixes. I am not completely sure, but I think this might be the longest list we ever had... It was a lot of work to even put together from the backlog. So I thought I'd just mention that we are also always working on that front. [/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][p][/p][h3]FULL CHANGELIST:[/h3][p]Version 0.8.69 [/p][p]
[/p][p]GENERAL CHANGES:[/p]
  • [p]BATTLE ARCHIVE: Added permanent roguelite progression element, that allows you to assign points earned every XP level to a big number of different improvements.[/p]
  • [p]From now on it is not allowed to place buildings within skill range of Builder Bases[/p]
  • [p]The building buttons of the engineer now are deactivated if the building is too expensive[/p]
  • [p]Algorithm that centers camera on selected entities now centers on centroid of biggest cluster (instead of centering on centroid of all selected entities)[/p]
  • [p]Added skill description for PCX Crystal Cleaner[/p]
  • [p]Changed how some spawned objects that should not block the path are placed[/p]
  • [p]adjusted HP bar segments for grown HP values.[/p]
  • [p]New hotkeys: select combat units on screen, select all harvesters, select idle harvesters, select buildings with an active ability[/p]
  • [p]Combat engineer now will also be selected when selecting all combat units or all combat units on screen[/p]
  • [p]The settings and the profile folders containing the savegames will now be saved in %userprofile%\\AppData\\LocalLow\\Feneq\\Rogue Command\\ instead of directly in the game directory (to prevent write protection of these directories by ransomware protection software)[/p]
  • [p]Now the profiles can be fully reset or only the tutorial and story intro can be reset[/p]
[p]

[/p][p]BATTLE ARCHIVE[/p]
  • [p]Added some new nodes and replaced some that had more “hack-like” functions.[/p]
  • [p]New range node[/p]
  • [p]Many changes to cost balance[/p]
  • [p]Changed amount of tokens gained per heat level to 5[/p]
  • [p]Corrected spawn HP node description.[/p]
  • [p]Corrected phrasing on Universal shields node.[/p]
  • [p]Fixed a couple of descriptions and adjusted some costs and values.[/p]
  • [p]Changed the balance on a lot of nodes[/p]
  • [p]changed some upgrades to specific to non-turret buildings.[/p]
  • [p]New node: Turret Range[/p]
  • [p]Shift-click now works correctly[/p]
[p]
[/p][p]BALANCE:[/p]
  • [p]This patch completely rebalances the game. The overall base difficulty is a lot harder. [/p]
  • [p]Changed rich crystal buff to a percentage increase.[/p]
  • [p]Exciter Beam Cruiser no longer attacks automatically while moving. [/p]
  • [p]PCX Tank (the big one) has gotten a roof machine gun. [/p]
  • [p]Machine Gun Turrets have been buffed quite a bit[/p]
  • [p]All support Tank specialist hack upgrade effects now apply to all allies and are stackable where applicable. But duration is reduced.[/p]
  • [p]Monster Mode Ray is now consumable[/p]
  • [p]Mantis Mech Bad Table Manners effect now occurs on a slight delay and therefore will effect the target area of the teleport, not the are around the origin location.[/p]
  • [p]Ascension enemy value scales increased[/p]
  • [p]Heat enemy values increased significantly[/p]
  • [p]Some minor adjustments to some enemy units. Still mostly making them stronger.[/p]
  • [p]Slight nerf to Armored Harvester.[/p]
  • [p]Adjusted the effects of some drops.[/p]
  • [p]Raised minimum needed distance for AI Buildings from player start.[/p]
  • [p]Chests can no longer be damaged[/p]
  • [p]PCX Roof Turrets on Builderbases attack cooldown slower[/p]
  • [p]Increased the difficulty changes per Heat level.[/p]
  • [p]Further changes to make some enemies stronger.[/p]
  • [p]Reduced hover harvester income rate and capacity[/p]
  • [p]Rich crystals now raise the harvest rate of harvesters that are working on them.[/p]
[p]

[/p][p]CONTENT:[/p]
  • [p]New Unit: Rocket Swarmer[/p]
  • [p]New Upgrade: A Little Better[/p]
  • [p]New Ancient Building[/p]
  • [p]Better death effect for PCX Dragon Bug[/p]
  • [p]New Drop: Beast mode ray - non consumable weaker version of monster mode ray.[/p]
[p]

[/p][p]BUG FIXES:[/p]
  • [p]Show damage of Bombs on Card again[/p]
  • [p]Fixed: Extra Cargo from Battle Archive: it now does not give additional harvester(s) + refund any more[/p]
  • [p]Better way to handle pathfinding between building corners and cliffs[/p]
  • [p]PCX Builderbase turret role added[/p]
  • [p]Fixed resilient growth hack not working correctly[/p]
  • [p]Spider Spawns, Bomb Creeps and some mines can now trigger crit damage[/p]
  • [p]Correct node logic behind the new building nodes from 0.8.67[/p]
  • [p]Added missing supporter role on some buildings that also use skills.[/p]
  • [p]Don't set rally point for ai buildings[/p]
  • [p]Fixed exceptions thrown by the PCXTank card[/p]
  • [p]Spawn walker HP boost for spiders works as advertised.[/p]
  • [p]Removed broken hack “Confusing panic”.[/p]
  • [p]Added harvester role to crystal dust catcher.[/p]
  • [p]Fixed CF Backpack not triggering correctly.[/p]
  • [p]Fixed Armor Shred Meta Node not being able to stack.[/p]
  • [p]Combat Engineer HP raised.[/p]
  • [p]Missing Cost and skill type fixed on boulder turret[/p]
  • [p]Fixed Engineer death stun and PCX Prison stun not working on shielded units[/p]
  • [p]Better obscurance for background when deck view or single card view are open[/p]
  • [p]Ancient Blessing meta node should always work now and the tower is selectable.[/p]
  • [p]Fixed certain bullet hits triggering their hit event twice. [/p]
  • [p]PCX Tank roof turret also affected by stun/slow.[/p]
  • [p]Fixed PCX Crystal Cleaner passive not working correctly[/p]
  • [p]Fixed Ranger Turret Critical effect not working[/p]
  • [p]Fixed Factory Death Defender meta node can no longer trigger specialist factories.[/p]
  • [p]added visual confirmation for Data Pod event unlock.[/p]
  • [p]Fixed: reroll button wasn't clickable if disabled because of no-more-items-to-show before[/p]
  • [p]Only present upgrades in shop that have a viable target[/p]
  • [p]Rush Beacon teleportation now works as expected[/p]
  • [p]Melee units could have had trouble approaching their targets in the last update. This is now fixed[/p]
  • [p]Fixed some of the cases where units could get stuck on the map[/p]
  • [p]Fixed situations where enemy bases don’t spawn properly[/p]
  • [p]There were situations in which the MG Truck never hit its target. This is now fixed.[/p]
  • [p]The egg hatchlings of the Swarm Walker specialist now spawn at the correct positions (and not where the egg was injected), the eggs fire at the correct targets and maybe some more related bugs with other skills are fixed now[/p]
  • [p]The possibility that units get stuck between buildings (or obstacles) and cliffs should now be smaller[/p]
  • [p]Fixed (rare) exception that could occur if ai has building on the map border[/p]
  • [p]Prevent clicks on the frame of the minimap to control the camera[/p]
  • [p]Small Healing Spire now shows effect range when building or when selected. [/p]
  • [p]Smart Grenade Marine shows impact are for skill[/p]
  • [p]DropButtons can no longer be clicked when deck overview is opened[/p]
  • [p]Rush Beacons and Extenders can receive veterancy[/p]
  • [p]Defender Tank status effects will also be applied to the roof turret[/p]
  • [p]Fixed size of smart fire from Fire Mech Skill[/p]
  • [p]Fixed lighting in Intermission screen deck view[/p]
  • [p]Fixed Rush Beacon extender missing Spawn role[/p]
  • [p]Fixed sound playing when viewing weather tower in database[/p]
  • [p]Fixed CF Burners not targeting correctly in many cases especially towards higher ground targets.[/p]
  • [p]Fixed Fresh Air Hack being linked to wrong Hack[/p]
  • [p]Fixed Buckler Mech not being able to attack when attack speed got too high[/p]
  • [p]Fixed XP Level 26 containing too many unlock items, so the list would overflow[/p]
  • [p]“Specialist Lost” Warning no longer displaying when temporary spawn versions of the specialist dies.[/p]
  • [p]Fixed Buildings not displaying status effect icons below their HP bar[/p]
  • [p]CF Backpacks should no longer spawn anything when the player was the origin.[/p]
  • [p]Drop Texts for Armored Production and Favorite Toy now specify if they can stack.  [/p]
  • [p]Monster mode and Beast mode ray clarify stacking rules as well.[/p]
  • [p]No more battling for origin of card value change between difficulty, ascension and heat[/p]
  • [p]Prevent audio spike in main menu after splash screen: start background music only after volume is set[/p]
  • [p]Increased text size of some elements of the in-game menu map info widget and the run results screen to prohibit vanishing of the character "i" in full hd resolution[/p]
  • [p]Prevent PCX Corrosive Detachment from building second PCX Base Control[/p]
  • [p]Clamp volume settings between 0% and 100% to prevent loud audio if these settings get corrupted[/p]
  • [p]Fixed differences between values in card view and entity stats widget[/p]
  • [p]Start game clock only after the player clicked on the start button[/p]
  • [p]Melee units that got a higher weapon range through upgrades or relics might have stopped too far from target units to attack them. Now they will always try to get close to them independent of their weapon range.[/p]
  • [p]Fixed: If Engi died while moving out of the way of a called down building he wasn't able to build any more[/p]
  • [p]Duplication Ray can no longer target Engineers[/p]
  • [p]Upgrade reward: don't present upgrades that can not be applied[/p]
[p] [/p][p][/p][p]PERFORMANCE:[/p]
  • [p]Added preloading of SpiderSpawns and RoboZombos to avoid stuttering when spawning larger groups of them[/p]
  • [p]If a bunch of units target an unreachable unit or building the performance should be much better now[/p]
  • [p]Prespawn Bomb Creeps[/p]
[p]
[/p][p]CRASHES:[/p]
  • [p]Changed some memory management stuff to reduce crashes[/p]
[p]
[/p][p]MOD SUPPORT[/p]
  • [p]Added missing harvesters to exampleEntityBalancing.tsv[/p]
  • [p]Put Mod directory directly in Rogue Command directory to avoid problems with cloud saves (and to make it independent of the chosen profile)[/p]

Expanded Metagame Incoming

[h2]Rogue Command is going Roguelite[/h2][p]We're currently working on a huge update that will change up the scope of our metagame by a lot. [/p][h3]What does the new metagame look like?[/h3][p]At the moment Rogue Command is a roguelike. In the sense that you never get any upgrades between runs that make you stronger, only access to new things in the arsenal.
The next update will change that and shift the progression to a more roguelite system. Every XP level you unlock will give you access to Archive Tokens that will allow you to unlock nodes in the Ancient Archive. A collection of battle wisdom shared in the Engineer database.[/p][p][/p][p]This will allow you to further customize your playstyle by choosing from a huge variety of nodes. Some are straight forward stat increases, others allow you to get more control over your builds.[/p][p]You can emphasize your economy, your defense or go all out for more damage. You can trade in engineer lives for more start crystals. Add new nodes to the reward maps and much much more...[/p][p]It is also super easy to assign and reassign nodes, clicking on a node further down the tree will unlock all the needed ones before as well and shift clicking left or right unlocks the whole stack or refunds all. [/p][p]A personal favorite is the new Engineer enemy sensor, that allow you to spot enemies even in the fog of war. [/p][p][/p][p]You can see the engineer here watching over an upgraded start crystal field and already sensing the enemies across the map, revealing their location on the minimap. (the range is a bit higher here for testing).[/p][p][/p][h3]Why did we decide to do this?[/h3][p]We definitely did not start with this type progression in mind. That's why it is a rather late addition. [/p][p]This being our first game we had a (in hindsight) pretty naive idea about how we would balance this game. It would just be one difficulty tuned just right and that would be it. [/p][p][/p][p]But having the game actually being played by thousands and thousands of players made it clear fairly quickly that we had to introduce ways to adjust this. People were complaining to almost equal parts that game was way too hard and way too easy. [/p][p]At the same time the landscape of games changed as well. We fell in love with a lot of survivor-type games, like 20 Minutes till Dawn, Halls of Torment, Death must Die and many more. [/p][p]And while we never said that we would never introduce roguelite elements to RC, we definitely said that it was not likely to happen. [/p][p]I know some people are really not a fan of this type of progression, although I feel like that sentiment has gotten less prevalent since we started working on the game back in 2019 (oof). With seeing how elastic the challenge in the game is though and how some people really struggle while still putting dozens of hours into it, it just seems like a natural fit. And since it also allows us to introduce different types of effects and upgrades, that would not be doable with the current Hacks and Upgrades system it also really extends the philosophy of modular builds that is the very core of the game.[/p][p]We hope that most of you will enjoy the new system and can not wait to see the new ways you come up with the break the game. We don't know exactly when we will roll out the new system, but at least for the beta branch it should be fairly soon. [/p][p][/p][h3]How will it impact the balance?[/h3][p]Balance will of course be adjusted as part of this rollout. We were planning to make the default difficulty a lot harder anyway and the fact that the player now has ways to get stronger necessitates this even more. It will however definitely never be the case that you have to grind like crazy to just get through the base ascension. Our goal was always to have the game be so hard, that I (Mario) can juuuust beat the final Ascension, maybe after a couple of tries. And that without using any of the metagame upgrades. Because - well - until now they did not exist... And because we think that this will allow most players to finish the game by beating Ascension 10, if they either get better or make clever use of the Ancient Archive unlocks. For the hardcore there is always the challenge of the Heat Levels after that.[/p]

Early Access Update #11 - small fixes and a visual upgrade to level end sequence

Version 0.7.61
Just a small update with some cosmetic modifications and a fix for a rare error that made the game unplayable for some players.

GENERAL CHANGES
  • new win/lose animations for the battles.
  • new biome variant


BUG FIXES:
  • Added missing localization to buckler mech skill
  • Hopefully prohibit the creation of corrupted save/option files and handle them better if they occur