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Full Rogue Voltage update
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What changed
- Gameplay
- UI and audio
- Store
- Security
- Balance
- Maps
Rogue Voltage changes
Dear tinkerers,
hope you're all having a great summer.
Quite the big number of new players joined since the last update so hi everybody and welcome to the Rogue Voltage community!
This update brings quite the number of changes that I am excited to share with you.
NEW: TURN REWIND
Thanks to everybody who reached out with requests for turn rewind, especially in the Steam reviews.
I take everybody's ideas very seriously, so here goes:
After the first voltage sequence you can now rewind the turn back to before you clicked the button.
This was a lot of work related to serializing the active battle.
Beginner difficulty has infinite rewinds, Normal has 3, Hard has 1 and Impossible has 0.
NEW: CAMP VENDING MACHINE
Instead of fixing the buggy slot machine in camp, I removed it completely.
Instead we're back on a consumable shop. I removed the consumables from the main shop to tidy it up.
MODULE WORK
New glow VFX on module connected to activation, status effects and energy flow
Toggled modules have a new glowing sprite toggle when activated
Further improved module firing sequence algorithm
I rearranged some module unlocks to make progression a bit faster and more logical. Please excuse if this means that you have to unlock a module that was previously unlocked already.
Removed Acceleration Potion and Acceleration Potion factory. Nobody picked that one.
Encrusted or Out of Order Time Bombs can be trashed now with the Trash Bin
MODULE DROP RATES
I think balancing is in quite the good spot, and yet here I am trying to get it even tighter.
Rarity Upshifts
Smog Trap up to rare from uncommon
Rubber Ducky up to rare from uncommon. You love this one and I think its mostly because it's the duck lol
Replicating Storage Cell up to rare from uncommon. You love to exploit this one.
Auto Factory: Merger to legendary from common. I think this module is highly situational so it sits awkwardly in the regular tables
Coffee Pot up to uncommon from common. It's cool that you like this one
Toggled Max Capacity enhancer removed from common, only in uncommon now
Turbine: Pacifist up to uncommon from common
Rarity Downshifts
Grease Canister down to common from uncommon
Toggled Grav. Nullifier a.k.a Null Sphere down to scrap from common
Bungee Cord down to uncommon from rare
Mutating modifier down to common from uncommon
Toggled Grav. Amplification, Immunity, and Toggled Frostbite down to scrap from common
ENEMIES / DIFFICULTY
Evacuation Rocket now has 6 HP
Dyno Mom gets +1 base HP
Dynosaur Egg Hatch skill also does Grav +1 AOE now
Added Dynosaur Egg to the Pterodactyl fight
Walrus gets +2 base HP
Brachiosaur has one front leg and one hind leg with 3 base HP now, instead one both hind legs, maybe this changes something. Brachiosaur fight only appears once per biome.
Wolf gets +1 base HP
Adjusted some battle rating rates in ice level to make it tighter
Added an Icicle to the Yak + wolf fight
New enemy sprites for Turtle and Yak attack and Hurt animation
NEW ACHIEVEMENTS
Added 12 new achievements for unlocking camp structures. They are handed out retroactively as well if you simply start the game.
BUGFIXES:
Fixed a bug with Regeneration Vault still working even when disabled
Fixed a bug with Induction Cell always accelerating
Fixed bugs with passive modules not locking properly
Fixed a bug with Shower Head removing a crust blocking the module from activation anyway
Module Duplicator now removes the Fire debuff when duplicating
THANK YOU FOR PLAYING ROGUE VOLTAGE
As usual, huge thanks to the amazing Discord-Community, who is extremely helpful and creative to give feedback, post ideas, help brainstorming for new content and report bugs. Everybody is invited, come nerd out with us!
Enjoy wiring up the new version. Let me know what you think in the comments or on the Discord!
All the best from summery Berlin,
Luca
Source
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