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Mantis Mech Specialist and Tutorials - Early Access Update #4

[h2]TUTORIALS[/h2]
SMART TUTORIALS:
Our tutorial system is designed to be as unobtrusive as possible. Almost every action that has a tutorial will automatically be marked as done and not pop up, if you have already performed it. This way we hope newcomers will not get stuck trying to figure out the basics of RTS controls, while more seasoned players should not be bombarded with tutorials for things they already know.
The system is not perfect yet but it should be a big step towards making the game more approachable for new players and we would love your feedback on it.

[h2]NEW SPECIALIST - MANTIS MECH:[/h2]
The Mantis enters the battle as our first new specialist.
Devour your own units to focus combat power on your specialists and overrun the enemy with raw melee power.
The specialist hacks allow you to stack even more ridiculous effects on the feeding. We can't wait to see the builds you come up with for this one.



[h3]BETA UPDATES[/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.


Read the full patch notes below:


[h2]Version 0.6.18[/h2]

[h3]GENERAL CHANGES:[/h3]
  • TUTORIALS! - Still a bit rough, but in general a pretty cool system, that we will iterate on as needed.
  • New specialist: Mantis Mech
  • Ascensions called ascensions everywhere instead of sometimes being called mutation.
  • Crystals on the map gain +100 HP for every second Ascension, so +100 in A2, A4, A6 etc.
  • Added Skill Description to CF2 Firebomb
  • Ancient Crystal Altar visual changes
  • Added PCX Voicelines when attacking
  • Starter Blueprints can only appear in the first blueprint selection
  • Teleport Spire now shows the range for the teleport radius when selected.
  • changed some names for more clarity or preventing mix ups.
  • build-unit-tutorial now also auto-finishes



[h3]BALANCE CHANGES[/h3]
  • Reduced player and PCX harvest rates.
  • Ascension 10: PCX build time reduction 5% instead of 20%
  • Rocket Marine: Skill range and Area size increased. Attack cooldown reduced.
  • Robo Marine Skill range increased, attack cooldown reduced.
  • PCX Big Hunter: more powerful but takes a lot longer to build.
  • PCX has slightly raised build times for cf05, cf1, Nano Hunter.
  • removed some starting factories for later ascension enemy bases
  • CF2 slightly higher damage and lower fire rate, reduced duration of Firebomb.
  • PCX SiegeTower Fire spawns duration halved.
  • Monster Mode Ray slightly changed to make stacking less exponential.
  • Drops: Precision Strike and XXL Bomb damage increased.
  • RoboZombos attack damage increased to 3,5, attack cooldown reduced to 1.8
  • Crystal mill now always spawns with 5 robo harvesters and 3 small crystals when there is no other Crystal mill in sight. The idea was for this refinery to be the one that rewards expansion, which this should reward more.
  • Factory Charger starts with MP only half charged.
  • Robo Recycler now reduces cost and HP of units.
  • Core Harvester rate reduced, price and production duration increased.
  • Accelerated growth now applies a percentage change.
  • Crystal Fields slightly less frequent.
  • Kill Charge upgrade MP charge reduced to 2 from 3.
  • Vampirism heal effect decreased.


[h3]BUG FIXES:[/h3]
  • Typos in Resilient Hacks and PCX Missile Launcher
  • BladeBot skill type correct
  • Crystal field increase via Ascension do not all trigger at A2.
  • Core Harvester Deployment can no longer be abused to infinitely heal the crystals
  • Capitalized some upgrade names
  • Prohibit the rare event of spawning an object outside the map (which led to an exception)

Early Access Update #3 Burning rework and Heavy Rockets incoming

Burning burns brighter than before


For our third update we added our first new Blueprint, the Heavy Rocket Launcher.


We also changed the way Burn works to make it more viable. It now does a percentage based amount of damage on top of the flat damage.

Our main focus of ongoing work is still the tutorial system.

[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.

[h2]Read the full patch notes below: [/h2]

[h2]Version 0.6.14[/h2]


BURN: now does 5 DPS + 2% of the Max HP as damage. When Burning targets die, they have a 15% chance to drop a fire.

NEW CONTENT:
  • New super weapon - Heavy Rocket Launcher


GENERAL CHANGES:
  • SmartFires will no longer damage crystal patches.


BUG FIXES:
  • Japanese Localization: hopefully made the japanese texts on a lot of cards more readable by adding some spaces behind period, comma and some system words. - If you are Japanese and have feedback on this, it would be very appreciated to know if the cads are more readable now.


BALANCE CHANGES
  • Critical growth adds 3Hp instead of 1 per stack
  • Little Lighter: now attacks 3 random targets around main target. Slight stat adjustments.

Early Access Update #2 A very long list of fixed bugs.

A lot of small changes make for a pretty big update


Our second patch addresses a lot of smaller bugs and issues that have been brought to our attention by our discord and the Steam forums.

The *bigger* thing we are currently working on is a more structured onboarding and tutorial system. Because we know that for some people new to either RTS or roguelikes or even both, the game can be fairly hard to get into currently. More on that in on of the next patches.

[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.

[h2]Read the full patch notes below: [/h2]

Version 0.6.13

[h3]BALANCE CHANGES:[/h3]
  • CF5 no longer has armor. HP increased instead.
  • CF2 no longer has armor.


[h3]GENERAL CHANGES:[/h3]

  • Mine Layer skill now places 5 mines - only EN description for now
  • Hover Refinery now always spawns with 5 harvesters
  • Core Harvester no longer does 2.5 the amount of damage to a crystal for each 1 point of income but just damage equal to the amount harvested.
  • Core Harvester no longer dies when the fields are depleted
  • Core Harvester Refineries always start with 4 harvesters
  • Core Harvester harvest rate per crystal raised to 1.25 instead of 1
  • Robo Crystal Mill now always spawns 5 harvesters
  • Robo Harvester harvest rate increased to 4 from 3.5, production time slightly reduced
  • Flame Walker now gets +3 armor when burrowed
  • Refinery system description adjusted
  • PCX Armory no longer gives constant +1 Armor. It now has an active skill that will give that effect for a limited time instead.


[h3]BUG FIXES:[/h3]

  • defender tank shield active on card, even though it does not have shield
  • Stronger Protection upgrade works as described.
  • Shield charger skill description correctly names the shield amount given.
  • hornet tank projectiles should not disappear before hitting enemies (could not test, but changed the lifetime of projectiles, which was probably too short sometimes)
  • Robo Replicator correctly triggers Rage when it spawns.
  • Heavy Slow Hack interacts correctly with Slow status effect
  • Moved the “Cancel” button in the assign upgrade view, so it can no longer be obscured by the hack view.
  • Revealed Opportunities hack slightly larger view radius, to always catch the crystal root in sight.
  • Hack speeder skill matches description.
  • added icon for PCX Slime variants
  • PCX finished construction site effects no longer visible when not revealed.
  • Fixed Victory text in some languages being almost unreadable due to the way the font handles being in bold.
  • Influential Factory now correctly targets friendlies, like the text says, not just units.
  • Fixed event structure on Lightning Tank so on attack hit target events get triggered correclty. This prevented Bounty Shot for example to trigger.
  • grammar error in explosive obstacles fixed
  • added clarification that Flame Walker needs to burrow to attack to the description.
  • removed faulty part of Crystal Synthesizer description. (it does not double harvest rate and never has).



Drops are reusable now! Early Access Update #1

NEW DROPS INCOMING!

With our first update we have reworked the Drop system in the game.
Drops are now usable once per level by default.
They will be greyed out after use, as shown in the GIF below.




Some of the extremely powerful ones will remain as before and be removed after you have used them. These now have the "Consumable" tag in their description.


We hope to have a very regular update schedule and can not wait to polish the frak out of the game alongside all of you throughout Early Access!

[h2]Read the full patch notes below: [/h2]

Version 0.6.7 (Beta)

[h3]NEW CONTENT:[/h3]
Enemy variation for Level 7&8 from Ascension 4 upwards - PCX Heavy Tank division.

[h3]DROP SYSTEM OVERHAUL:[/h3]
  • Drops now can be used multiple times (once per level) or as single use items (as earlier).


[h3]GENERAL CHANGES:[/h3]
  • More detailed tooltips for reward map and enemy legend.
  • Trigger “Unit/Building/Turret/Engineer under attack” message only if not selected.
  • Crit sound reduced in volume.
  • New Specialist unlock guaranteed after first victory.
  • Particles on the reward map to indicate where start crystals and drops go
  • Core Harvester now correctly raises the Max HP of crystals when deployed. Plus slightly reduced cost and effectiveness of the skill to account for the fixed mechanic.
  • Reach Engineer range, no longer global.


[h3]BUG FIXES:[/h3]
  • Removed inaccurate role descriptions for Robo, Vehicle and Tank roles.
  • Defender Tank - giant Shield from roof turret removed.
  • Mech Commander can no longer use skill on Engineer.
  • Robust replication no longer triggers without robust status.
  • New “Dead unit” version for some PCX Mechs.
  • Queued units in factories no longer add up to unit cap when factory gets destroyed.
  • If you queue up some stuff at a factory, then sell the factory, the money is now refunded for the queued units (but not if the factory is destroyed).
  • Fixed several card descriptions in different languages.
  • Robo Warlock active ability no longer does friendly fire damage.
  • Fire Booster, movement sound quieter. Skill works correctly now.
  • Sniper sounds no longer audible from the other side of the map.
  • Mech Commander and Lightning Turret can damage obstacles now

Rogue Command has entered Early Access

After a bit over 5 years of hard work and hard lessons our first game is finally out.

And the incredible reaction has been so amazing to see.
It really seems to "click" for people who enjoy the concept.

With over 100 Reviews we are sitting above 95% positive at the time of writing this.
Some of the quotes we read in there really really moved us and we can not wait to make the game even better throughout Early Access.



We are very aware of the shortcomings the game still has, especially with tutorials and onboarding and some occasional awkwardness with the AI. And we are looking forward to getting rid of those weaknesses as well as building on the current strengths of the game.

If you want to be part of the journey, please consider joining our Discord.

https://discord.gg/HzAcMgNzhe

We are very active on there and have a super friendly and helpful community.


Thank you for everyone who picked up the game, told their friends about it, made a video or stream or engaged with us in any way. We see almost all of it and are so incredibly thankful.

Thanks,
Mario & Martin