Update log
Full Rogue Command update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Maps
Incinerator, Glossary, controls update, expanded options - Early Access Update #14
Update 14 takes us a huge step closer to what we want to have for the 1.0 release of the game.
New fire specialist, the Incinerator and some new units.
Steam Achievements
Big update to the unit controls, getting a lot closer to the intended behavior and to how players of SC2 would expect it to behave.
Patrol Command
More options to customize your camera and some more control customization.
Glossary
A lot of Quality of life improvements, like a different style for consumable drops and new warnings.
Post Fight Statistics
INCINERATOR
This update comes with a hot new specialist. Capable of raining down fire missiles from a long distance it has maybe the most powerful active ability in the game. Incinerator is all about using fire to your advantage.
Some details on the Hacks around it might be changed a bit. But those are coming very soon and are no drawback to the fun of just watching the world burn.
ACHIEVEMENTS
We have them now!
A lot of you asked for it and we always said, we wanted to add them relatively shortly before we reach 1.0. So here we go.
UPDATED UNIT CONTROLS & PATROLS
One of the big remaining issues with the core gameplay was that the Attack move and Force attack setup felt very foreign to most players. And on top of that the idle aggression and attack move implementation could lead to your units being a bit over eager sometimes, which could lead to scenarios, where they would start wandering around the map or spreading out in enemy bases in an overly aggressive way.
We have changed that setup and the behavior quite a bit, so if you are familiar with SC2 controls, the game should feel a lot more familiar. Attack move now only is a thing when you order it on the ground and an Attack order on a target is now always a direct attack order.
This has freed up CTRL to be used as a select all of type button.
The uhm, passive aggressive idle behavior of our units has also been toned back quite a lot, giving you better control over their combat engagements.
Additionally we changed the way you assign units to control groups to work as in SC2 as well. Including the way shift behaves.
A patrol order has also been added. A single click will have the units move between their current position and the target location. If you want to have more control you can add multiple waypoints to the patrol by holding shift and letting go of it when you are done. The units will engage all enemies they spot and then continue their patrol.
NEW OPTIONS
Another thing that has been asked for in your feedback many times is having more control over the behavior of the camera.So this update adds ways for you to control the camera speed, disable edge panning - which will make playing on the Steam Deck a lot easier I think. There is some more options as well, that allow you to tailor some things to your preference. Check the full changelist down below for the details.
GLOSSARY
The glossary also goes live for everyone with this update.
I wrote a whole article about that recently, so check that for the details, or even better: just pause the game and read up
Source
