Rogue Point Public Playtest Now Live! Play Now!
Rogues! Your mission starts now! Join the Rogue Point Public Playtest on Steam and play the game until Monday, September 29!
[p][/p][p]- [p]A quick and clean FPS experience with a focus on cooperation and team play[/p]
- [p]A range of mission types across three maps - Office Complex, Oil Rig, and Checkpoint Mall[/p]
- [p]Different objectives to tackle - Bomb Defusal, MERX hunt, Hostage Rescue, Intel Capture, and Strike Missions[/p]
- [p]Unlock your armory as you complete missions - 20+ weapons, 40+ tactical items and attachments[/p]
- [p]20+ skills to build out your Rogue operative[/p]
- [p]Cosmetic rewards earned through playing[/p]
- [p]A TON of bug fixes and performance improvements[/p]
- [p]Added first iteration of Aim Down Sights (ADS) based on community and design feedback![/p]
- [p]Can toggle to enable “Push Zoom” only in the options menu if you prefer no ADS![/p]
- [p]Added in game VOIP[/p]
- [p]Added and refined Text Chat[/p]
- [p]Added securing mechanic to Less Lethal guns to help balance them and for more interaction[/p]
- [p]Added lens flares back into the game (believe it or not, they were previously causing a game crash)[/p]
- [p]Completely overhauled interaction system[/p]
- [p]Fixed issues like delay after battering ram strikes door[/p]
- [p]Refined ladder climbing to allow player to look around, and fixed a number of bugs with ladder climbing (Ladders still cull before they should however)[/p]
- [p]Fixed players floating if they are killed on a ladder[/p]
- [p]Update ladders so interactions work from the top and the bottom[/p]
- [p]Fixed players floating off of ladders[/p]
- [p]MERX squad leader icons can sometimes display in the wrong place on the HUD[/p]
- [p]Some plants/foliage still have bad/overly large collision meshes![/p]
- [p]Pistol red dot sight is missing its dot when aiming down sight[/p]
- [p]AI will occasionally slow down or get stuck on dead bodies[/p]
- [p]AI will also occasionally get slow or stuck in tight spaces (spaces we plan to widen a bit to help)[/p]
- [p]Steam Peer-to-Peer is region locked. Will implement a slightly different system to prevent this in the future[/p]
- [p]There is a hitch on the first round fired from your weapon in some maps[/p]
- [p]Muzzle flashes also draw through the world[/p]
- [p]Some layouts are missing their Planning Screen background image[/p]
- [p]Pepperball full auto firing sounds are getting clipped/muted[/p]
- [p]Some other minor bugs with Less Lethal weapons and securing enemies[/p]
- [p]Grenades don’t break glass on explosion (yet…)[/p]
- [p]After the first mission, the number of phones picked up off of MERX is way off. We plan on re-designing this system to be a bit different so we have not yet fixed this bug.[/p]
- [p]The new system will have per mission phone counts instead of per campaign[/p]
- [p]Players can sometimes magically inherit the host's Loadout[/p]
- [p]There are sometimes unintended results from mission failures. For example, players can lose their loadout on a mission failure, even though they survived the mission.[/p]
- [p]Adding players to the lobby can affect the lobby’s FPS. We think this is because the Operator meshes are not yet merged.[/p]
- [p]Bomb effects and damage are not yet in the game[/p]
- [p]Animation overlap needs refinement. For example changing fire mode and reloading will break the animation (but the weapon will work just fine)[/p]
- [p]Occasionally Skills do not drop after a mission complete (this will be fixed up in the skills rework mentioned above)[/p]
- [p]Guns in loadout menu sometimes show their “Fire Last” animation and have their chambers open[/p]
- [p]If you use intel on the planning screen, it will create blank icons on your in-game compass[/p]
- [p]Sniper is not sweeping with their aim/laser like they are supposed to[/p]
- [p]Clients can vault over dynamically spawned blockers when they should not be able to[/p]
- [p]Dropped Items will refill their charges, creating a nice exploit for infinite uses[/p]
- [p]Player can equip heavy armor just before selling it and get the armor and the money[/p]
- [p]ADS is brand new for this playtest[/p]
- [p]We’ll continue to refine the look and feel of ADS for the game[/p]
- [p]We want to make sure that muzzle flashes don’t block vision (unless that is a part of the weapons design) and that fire animations go straight back into the camera and not to the side (again unless that is apart of the weapon’s design)[/p]
- [p]Fix some low level bugs with the inventory system and make it easier to manage over time[/p]
- [p]We’ve been redesigning the Skills to work better and be clearer to the players[/p]
- [p]We want to add the Skill select to the Deploy menu instead of the End Mission menu[/p]
- [p]Rebalance skill types and allow for more Skill stacking and more choices when selecting Skill (while still keeping the total number of skills manageable)[/p]
- [p]Possibly having skills unlock as you progress to help onboard players and make things more interesting as the campaign progresses.[/p]
- [p]Fine tuned economy to keep players on the edge without making it too difficult to acquire the gear you need[/p]
- [p]Balance Dead Drop percentages to make sure the system is still fun and rewarding, but not too overpowered[/p]
- [p]Add buyable Light, Medium, and Heavy armor that, if damaged, needs to be re-bought within the store[/p]
- [p]This will give the player more options and help with economy balancing[/p]
- [p]Refine campaign length[/p]
- [p]Refine structure to utilize Missions, Strike Missions, Raid Missions, and Takedown missions[/p]
- [p]Make sure sub objectives are clear and fun[/p]
- [p]Refine mission failure. What should happen if a bomb explodes mid mission?[/p]
- [p]Expand mini games to more objectives[/p]
- [p]Re-add and refine final end boss mission[/p]
- [p]More work to clarify important information and reduce noise for players[/p]
- [p]Refinement of the VOIP system and its usability for players[/p]
- [p]Adding open mic setting and quick mute shortcut key[/p]