Update log
Full Rogue Command update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Gameplay
- Maps
- Fixes
Update #17 (plus hotfix)
Most importantly this update addresses an issue where your units and turrets would not target enemy spawns correctly, making some enemy types incredibly frustrating to deal with.
This was the reason we decided to push this out early. Apart from that we are currently working on balancing, so good chunk of those changes are now going live as well.
One of the bigger changes, is that the Mantis redirect mechanic has been removed and instead it just takes half damage from all sources.
UPDATE:
We just rolled out out 0.9.103 a hotfix, since there was a small chance that some runs would not start correctly due to some changes.
See the full changelist below.
BALANCE:
AI Changes:
prevented some higher tier AI variants to show up in earlier runs.
Removed some starting buildings from the PCX Tunneler Variant in earlier Ascensions.
minor build time adjustments to make some tank AI variants a little bit weaker.
Changes to player units / buildings
BUFFS:
- Ranger Tanksped up projectile and increased hit box to reduce the chance of missing moving targets, also slightly raised cap and damage
sped up MG Truck panic projectile, but reduced the duration of the effect a bit.
- CosmeticMANTISremoved redirect, now simply takes half damage instead.
Headhunter active grants attack cooldown reduction as well. Slightly buffed stats.
- Stun WalkerIncreased allowed unit and factory cap. Reduced cost. Better damage and attack rate.
Swarmer: Significant better stats
Laser Tank: better attack and extended skill range
- Shotgun Botdamage increase. large skill damage increase. unit cap raised.
Rocket Walker: faster attacks. quicker production
Tier0Tank: Factory cheaper. Slight damage increase
- Fire Dragincreased damage and improved production
- Defender Tankimproved production caps and improved production time
- Welding RunnerAttacks very quickly now, damage adjusted, but DPS improved a lot. Skill changed to a ranged skill. Unit costs more, but factories costs less. Should be pretty good now.
Robo Time Outer: better movespeed, damage and range
- Mine Layer Hoverdrastically reduced skill cost, increased attack damage and speed. Added shield. and mine damage
Bomb Creep damage, HP and speed increased
- Support Trikedamage increased. skill heal greatly increased and radius increased, factory cap increased
DEBUFFS:
- Energy Sniper Mechincreased factory cost, reduced range by 2
BUGFIXES:
Fixed enemy being able to spawn behind player on some maps
Fixed Cull Turret passive not triggering on spawns and buildings
Fixed: some PCX units being too big on cards, making them unreadable
Fixed Mantis having outdated description in all languages but EN
Units can attack non-unit-spawns again
Source
