Full notes
Full Rooftop Renegade update
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What changed
- Balance
- Gameplay
- UI and audio
Rooftop Renegade changes
Major
‘Crystal Power’ system implemented. - Gathering enough crystals increases ‘Crystal Power’. - ‘Crystal Power’ increases ability cooldown. - Music intensity dictated by current ‘Crystal Power’. - Hitting certain hazards drains crystals.
Abilities separated from unified energy meter. - Each ability now utilises its own cooldown. - Abilities are determined by loadout.
Kick Loadouts system implemented. - Each loadout contains separate Abilities. - Loadouts are unlocked through “Rank” progression system.
Rank progression implemented. - Score from playing levels increases “Rank”. - Ranking up provides new levels and ‘Kicks’.
Movement system improvements. - All speed modifiers are now calculated as additive effects. - Momentum is easier to build. - Stepping onto or under ledges while airborne is smoother. - Camera moves to match player direction.
Ability overhaul. - Shift is now a shorter controlled burst. - New ability Phase passes through hazards for a certain amount of time. - Shifting or Phasing through energy hazards overloads them and grants crystals. - All abilities now apply modifiers to match movement system overhaul. - All abilities are now directional.
User interface overhaul. - Visual design adjusted & existing elements reordered. - Crystal power and separated abilities integrated. - Updated key/button icons. - Abilities & enemies displayed in relevant preview images.
Audio overhaul: - Existing tracks separated between levels. - Dynamic “stages” added to tracks via crystal power system. - Additional tracks added. - SFX updated for all new systems.
Playable levels:
- Shift Training added.
- Launch Training added.
- Cyber City Skyrise converted from tutorial.
- High Pressure now introduces chase van & gunner.
- All levels crystal count adjusted.
Minor
Van capture:
- Van now locks on before capture.
- Escaping the van reverses lock on.
- Van no longer slows time when close.
Hazards: - Bollard drones now replace Crate drones in relevant levels. - Zap Sliders now replace slidable pipes in relevant levels. - Grind rails are more dynamic in all levels. - Zap hazards slow and grip player instead of a full momentum stop.
Loading screen:
- Story & lore elements added.
- Specific button required to continue.
- Specific Skip button added to intro cutscenes.
Particle refinement:
- Hazard impacts are more visually aided.
- Runner effects are visually aided.
Score calculation:
- Crystal bonus increased.
- Time bonus thresholds per level refined.
Source
Changelog.gg summarizes and formats this update. How we read updates.
