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Steam News28 December 20214y ago

Rogue Invader - Update 1.0.31

We got a good amount of fixes and adjustments for any curious invaders. Read on for the full intel.

Full notes

Full Rogue Invader update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

5 fixes4 additions11 changes1 removal
  • Balance
  • Events
  • Performance
  • Gameplay
  • Fixes
  • UI and audio
changedBalance Changes
changedNOTE FROM CREATOR: The cost of all items, armors, upgrades, and weapons has been re-balanced across the entire game. My original goal for Rogue Invader was to have it be a good challenge, but not requiring too much grind. At release, I and the internal testing team felt it good. But initial feedback had us go back and look at the game progression. Costs seemed a little too grindy, and so I've gone through and lowered everything. This should allow players to experiment with more of the items, weapons, and airstrikes without breaking the bank. I hope this change will make for a more fun experience overall. Don't worry, for those that liked the higher priced items, and steeper difficulty because of them, we have HARD difficulty planned for a future DLC.
fixedFixed issue where game would crash trying to spawn the corpse of the previous soldier.
removedTurrets no longer switch back to attacking the player if they've already been hacked. No double agents allowed!
changedAuto-Beam modded weapons now properly beam the weapon back to the fleet.
fixedFixed rare issue where "Don't Feed the Wildlife" achievement would not trigger.

Rogue Invader changes

changedBalance Changes
changedNOTE FROM CREATOR: The cost of all items, armors, upgrades, and weapons has been re-balanced across the entire game. My original goal for Rogue Invader was to have it be a good challenge, but not requiring too much grind. At release, I and the internal testing team felt it good. But initial feedback had us go back and look at the game progression. Costs seemed a little too grindy, and so I've gone through and lowered everything. This should allow players to experiment with more of the items, weapons, and airstrikes without breaking the bank. I hope this change will make for a more fun experience overall. Don't worry, for those that liked the higher priced items, and steeper difficulty because of them, we have HARD difficulty planned for a future DLC.
fixedFixed issue where game would crash trying to spawn the corpse of the previous soldier.
removedTurrets no longer switch back to attacking the player if they've already been hacked. No double agents allowed!
changedAuto-Beam modded weapons now properly beam the weapon back to the fleet.

We got a good amount of fixes and adjustments for any curious invaders. Read on for the full intel.

Balance Changes

NOTE FROM CREATOR: The cost of all items, armors, upgrades, and weapons has been re-balanced across the entire game. My original goal for Rogue Invader was to have it be a good challenge, but not requiring too much grind. At release, I and the internal testing team felt it good. But initial feedback had us go back and look at the game progression. Costs seemed a little too grindy, and so I've gone through and lowered everything. This should allow players to experiment with more of the items, weapons, and airstrikes without breaking the bank. I hope this change will make for a more fun experience overall. Don't worry, for those that liked the higher priced items, and steeper difficulty because of them, we have HARD difficulty planned for a future DLC.

Bug Fixes

  • Fixed issue where game would crash trying to spawn the corpse of the previous soldier.

  • Turrets no longer switch back to attacking the player if they've already been hacked. No double agents allowed!

  • Auto-Beam modded weapons now properly beam the weapon back to the fleet.

  • Deaths by Turret are now tracked in the soldier archives.

  • Fixed rare issue where"Don't Feed the Wildlife"achievement would not trigger.

  • Shield Strength Upgrade now unlocks when fully researching Zeno Staff. Will unlock for players that have already fully researched the Zeno Staff. This also allows for achieving 100% research (73/73).

  • Shooting King Zeno with an Anti-Matter or Freeze modded weapon now properly triggers the end game cut-scene.

  • Fixed issue where research was carrying over between profiles

  • Intermittent transition issue from Fortress to Underground should not try to load multiple times any longer.

  • Fixed issue where beginning Terran unlocks would keep unlocking if leaving to Main Menu then returning to Valhalla

Gameplay Improvements

  • Tech Items (Zeno Probes, Scanners, etc...) now can be moved by the player to prevent blocking.

  • Planetary Hazards chance now maxes out at 30 drops, instead of the previous 20 drops. Hazards now should be less... um... hazardous in the early game.

  • Zeno Staff and Drill enemies now have a longer pause after each attack.

  • Added secondary checks to rare conditions of game getting stuck on loading screens while transitioning between areas.

  • Safety check on level transitions if rare condition elevators get stuck.

  • Added safety check to rare instance of player loading in before the level as they transitioned between levels.

  • Fallen list should now load faster and not freeze on large drop numbers

  • Commander voice over only plays once when entering the Throne Interior

User Interface

  • Low Health now shows a warning over the player

  • Fixed Bio-Sensor not disappearing after an enemy had been defeated.

  • Mining Helm numbers on resources now displays a +50% icon instead of x1.5 text. It just looks more pretty.

  • Overheated weapons, broken weapons, and recovering secret now have clearer warning images vs the small text. These just look even more pretty.

Invade Responsibly!

Source

Steam News / 28 December 2021

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