Update log
Full Rogue Command update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Gameplay
- Events
- Compatibility
Randomness control, difficulty modes and a new specialist - Early Access Update #9
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:
More control over the randomness in your builds
Difficulty selection
Balance rework
- CosmeticNew specialistPhasewalker
- CosmeticHeat modeslate game challenge
BLUEPRINT POOLS - A LITTLE LESS RANDOMNESS = A LOT MORE FUN
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.
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.
In our testing and according to the feedback from our beta branch players (thank you to our discord community <3 !!!) this makes the deck building a lot more fun.
DIFFICULTY MODES - CHOOSE YOUR CHALLENGE LEVEL
RTS-Games are hard to learn. And Rogue Command is supposed to be a challenging game. But what that means for each player can be so vastly different that we needed to offer a way to adjust this. You can now choose your difficulty level at the start of each run.
This does not affect any of the progress, XP unlocks or Heat Levels. Just set it to where you have the most fun.
Just because we like to punish ourselves does not mean you have to.
HEAT MODES - ENDLESS CHALLENGE
For the players who have mastered the game there is also a new (still a bit experimental) way to keep pushing through ever increasing stages of hardship - The Heat Levels. 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?
BTW, difficulty is independent of Heat, so if you choose a lower mode you can still enter the gauntlet, at your own pace.
BALANCE CHANGES
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.
The basic challenge has increased, so feel free to adjust the difficulty setting if it does not feel enjoyable.
NEW SPECIALIST - THE PHASEWALKER
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.
We can not wait to see the builds you will come up with around it.
NEW CONTENT
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