Full notes
Full Rogue Invader update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Events
- Performance
- Gameplay
- Fixes
- UI and audio
Rogue Invader changes
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
Changelog.gg summarizes and formats this update. How we read updates.
