In this update15
Full notes
Full Rogue Point update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Fixes
- Gameplay
- Server
- Balance
- Events
Rogue Point changes
Second hotfix incoming, Rogues! This Early Access patch addresses the performance issues some players have been experiencing, as well as fixing a number of bugs reported by the community. Full patch notes are below!
Let's start off with the good stuff:
PERFORMANCE FIX 👍🏻
If you have been experiencing performance issues in Rogue Point, please launch the game in High Performance (DX12) when the launch window pops up in Steam after clicking 'Play'. This option provides significant performance improvements. Please note, that this option may cause instability on certain hardware set-ups.
Hotfix 2 Patch Notes 🔨
Code and AI 💻
Added separate launch command to force DirectX12 giving players SIGNIFICANT performance increase.
This option may cause instability on certain hardware setups
Fixed hitching bug while firing. Made sure shader compiler at the start of game gathers all shaders
Fixed parties switching back to “Unlisted”, blocking players from discovering and joining after the first mission
Invite codes and matchmaking are no longer region locked
Fixed issues that may cause disconnections and “Net Driver Errors” when returning back to the mission select screen as a party
Disabled bullet “roll” that would force full auto guns to fire multiple rounds on a single click
Slightly increased sprint speed
Reduced Revive health recovery from 100% to around 65%
Fixed a few missing rewards (Unalerted Enemies, Killing an Heavy While They are Knocked)
Lowered cash reward for melee kills
Fixed party system getting stuck in updating loop, possibly causing Steam timeouts
Further adjusted MERX loadouts
Adding more WAM-10s for higher DPS by individual units
Fixed some missing MERX weapon skins
Fixed invalid weapon mesh crash found in internal testing
Fixed spectate cameras losing functionality after sending a message in chat
Fixed readability of the Dead Drop spin button when disabled
Fixed text clipping issues in the weapon loadout button
Fixed guns sometimes not firing
Added “X‘ to close Dead Drop results screen
Fixed bug where Clients would be left at a black screen if Host closed the game
Fixed readability of the dead drop spin button when disabled
Fixed text clipping issues in the weapon loadout button
Fixed melee giving an unexpectedly large amount of money,
Campaign save data is now stored in Steam Cloud.
Audio 🔊
Fixed missing settings in VOIP submix that somehow got reset
Added new VOIP submix to Oil Rig as a proof of concept for other levels
Level Design ⚒
Added Particle Hitch prevention blueprints to all levels
These should be unnecessary now, but better safe
Fixed instances of AI getting stuck on Oil Rig
Fixed a case where players can get stuck by jumping down onto the lower structure of Oil Rig
Fixed objectives clipping into level art
Fixed clients seeing closed gates on some Airport layouts
Fixed broken Stash Rooms on some layouts
Increase enemy unit counts on some strike missions
Reduced spawn timers for initial extraction wave so AI can reach extraction (especially on Easy)
Multiple clipping and vaulting fixes
Fixed players getting stuck in Mall as reported by community
Fixed players getting out of bounds in Training map
Fixed players being able to pick up MERX phone in Training without breaking glass
Removed an edge case where a chase wave and extraction wave would spawn at the same time on a Takedown mission
Feedback implementation from multiple internal playtests
Weapons 🔫
ADS animated recoil reduction pass on the following weapons:
Austrian 9mm
Rampage 12ga
Stone 5.56
N4-CR
Bellini
WAM 10
Artemis 550
RP7
Changed shotgun limb damage from 1.0 to 0.5 for semi auto shotguns (helps with bean bag ammo)
Increase damage of bean bags from 2x to 3x
Doubling GL projectile speed by 2X
Changing GL explosion radius from 800 to 600
Adding shell eject to the reload animation which now drops the shell
Setting GL shell to XL sound size (still need to investigate why it is not creating a sound when hitting the ground)
Art 🎨
Additional LODs in Airport as first part of optimization pass
Fixed a few sunlight leaks in Airport
Minor updates to Takedown roll up doors
Known Issues
We’re prioritizing design changes, starting with a more constant experience regardless of player count. We want solo to be less overwhelming and 4 player to be a bit more challenging.
We are also tracking over 100 issues, big and small, and prioritizing them for fixes as soon as possible!
Here are some of the known issues that we wanted to highlight:
Game Balance
As mentioned above, we want to tweak the game balance while we work on larger systems (such as Campaign Difficulty Modifiers). Some things we want to adjust include.
Slightly more units for 4 players
Slightly better accuracy for 4 player AI
Slightly more enemies at extract in 4 players
Less AI spawns in solo play
Look into specific layouts that can be overwhelming
Performance
The Airport- We are looking to get the Airport running as well as the Oil Rig does. The Oil Rig used to be our major outlier for performance, and with a couple of passes we were able to get the frame rate much better in that map.
Menu Freezes
We have seen players getting stuck at the loading screen coming back from a mission. We have been trying to reproduce this internally and seeing if it is related to someone leaving the party, or perhaps a specific mission layout. This appears to be separate from the Network Disconnect.
Crash at Launch
There are two issues related to this.
Older GPUs cannot get past shader compile. This seems to be a problem on latest drivers, and rolling back the drivers fixes the issue (the example we verified was on a GTX 1060)
Our in game stat tracking can crash the game on launch, but only for certain people. We will fix this issue or temporarily turn off the stat tracking to work around it.
Additional Priority Items
Fix the text display for the Raid missions
On the HVT mission, the Boss's health bar appears empty for the Clients.
VOIP Polish
We need to double check that the VOIP is being processed correctly. This will give it high volume in game and let it interact better with the environment (like the AI voice lines do)
Some of this has been started on Oil Rig
We’re also looking into a number of glass bugs
Including the AI being able to see players through blacked out windows
We are also looking into a fix for pulling Revive Kits off of the wall and the player holding them like a gun
Thank you again for all of your feedback on Rogue Point so far. The team continues to go through it all and it's proving invaluable to us!
If you'd like to share feedback with us, please visit our feedback page here. Alternatively, you can also leave us feedback in the Rogue Point Steam Discussions.
Source
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