PATCH v0.4.3 now live!

Rogues! We've got a big patch dropping for Rogue Point today! This patch includes a number of improvements and balance passes, including improved time to kill, solo play improvements, and airport performance optimization.

Additionally, we've also decided to remove mission timers while we experiment with different ways to use mission structure and objectives to push players forward.


Patch Highlights

Projectiles and Time To Kill

  • Globally increased projectile speed for much snappier shooting

  • Fixed headshots sometimes not registering (neck hitbox was not counting as a headshot)

  • Fixed some pistols not being able to kill enemies in one shot to the head (too low damage multiplier)

  • These fixes make AI feel much less spongy and shooting feel much crisper


Damage Curve and Solo Play

  • Implemented separate damage curves for solo vs multiplayer play

    • The goal is to make single player slightly easier, and multiplayer slightly harder

    • (More player control over this is on the way with Custom Campaigns/Campaign Modifiers)

  • Medkits in solo play now heal the same amount as a team heal does in multiplayer

  • Pausing in Single Player

    • Players can now press the menu button and the game will pause when in single player

Added Ability to Repair Armor

  • Repair cost is the same % as the damage the armor has taken

  • If armor is destroyed on mission, it will be deleted from inventory

Airport Optimization

  • Reduced visibility checks from 23 million queries to 15 million

    • Still more work to do, but this is much more in line with the optimization of other levels

  • Foliage merging and optimizations

  • Added level streaming so unused areas are not loaded

  • Added draw distances for meshes, shoot-able screens, and physics objects

  • Fixed sunlight being a movable light instead of Stationary

    • This helps performance and fixes shadows on low settings

Game Launch Fixes/Improvements

  • Fixed players getting stuck on initial loading screen on GTX 9XX and 10XX series video cards

  • Added shader compilation asset tracking so shaders only need to compile once per game build

  • The splash screen videos now respect the users master audio in-game settings

    • Made the T17 default volume match our intro video.

Disabled Missions Timers For Now

  • Helps with solo players, or players who want to move slow and smooth

  • Bombs still have timers, and we may re-add them for alternate missions like Strike Missions


What's Next?

In addition to the above, we have detailed patch notes below for those interested, and to show off the huge amount of work the team has done to fix bugs and address feedback.

With this patch out, we are working on a content patch for early/mid April to add new systems to the game and progress toward 1.0.

Here are just a few hints and things we are working on for the content update:


Aim Down Sights 2.0

We’ve added a whole new feature that flattens the player's ADS for a much better sight picture while aiming. This is ready to go into the main build, but for safety, we left it out of this patch so we can test it more and refine weapon recoil. We may soon deploy it to public beta so the community can help us test, rather than wait until the next content update.


Expanding Operator Progression

Something that we’ve been wanting to expand and that we have got community feedback on is increasing the amount of PERMANENT Operator progression via “Rogue Points” (RP). The goal of this system is to allow players to spend points to increase their operator's power, give players more reasons to jump into another campaign, and give us the ability to increase campaign difficulty (either in the base campaign or via a “Hardcore” mode).

This system may not be stood up for the next update, but we are currently working on how to test its implementation with the community. Some systems we want to expand on include:

  • Using RP to increase the number of grenades a player can carry

  • Using RP to increase the number of charges in a medkit

  • Using RP to increase starting cash

  • Using RP to increase the total number of Operator skill slots

  • and many more…


Additional Fixes and Changes

Code and AI

  • Fixed a long standing bug where grabbing medkits would cause players to not be able to swap weapons

  • Fixed players unable to change weapons after interacting with a ladder

  • Improved Berserker navigation to prevent them from getting stuck

    • Fixed Berserker acceleration to max speed

  • Fixed not being able to shoot heavies if they are getting up and you are very close to them

  • Fixed Host crash on Airport

  • Improved Airport planning screens

  • Made AI less sensitive to bullet hits if the player in undetected

  • Fixed cases of Breaching Charge getting stuck in players left hand

  • Fixed FOV not applying to lasers

  • Updated AI vaulting to have a better arc

  • Fixed players being able to vault through breakable glass

  • Fixed fidget and ADS animations not interreacting properly

  • Fixed a myriad of issues to do with AI using sequential shotguns

  • Fixed visual issues if a players switches item right after deployment

  • Fixed an issue with Wall Bang reward calculation

  • Increased Point Blank range from 3.5m to 6m

  • Fixed sprint through door sound amplifier being set to 1200… instead of 1.2…

Animation

  • Fixed floating watches

  • Fixed AKM Clipping watch

  • Fixed spinning watch when Fusion-V is barrel pushed

  • Fixed misaligned Fusion-V iron sights which crouched

  • Fixed camera shakes not getting interrupted by other animations

Design/Art

  • Refactored glass to fix a number of bugs with them, including AI seeing through opaque versions of it.

  • Reworked Mall Fountain extract for better cover and gameplay

  • Added Office Raid mission

  • Added cover to top of Office ladder to protect players as they climb

  • Fixed host/client mismatch with roll up doors on some Airport layouts

  • Fixed Raid missions having “Eliminate MERX“ objective instead of proper objective

  • Added inactive versions of Dead Drop lockers for clarity

  • Add framework for new stash rooms, Armor, Cash, Weapons

  • Fixed hostage being able to fall into water on Oil Rig

  • Fixed Clients crashing if they die, then fall into water

  • Improved the way Elevators and Buttons work to address bugs

  • Fixed collision issues, vaulting issues, gaps in geometry, players getting out of bounds, and z-fighter of assets

  • Fixed areas with invisible collision

  • Added more reserve ammo to Artemis shotgun

    • Slightly adjust ammo counts for other guns

  • New icons and decals for Stash Rooms

  • Fixed bad pipe LODs in Oil Rig

  • Lowered Heavy Hammer rate of fire from 300 to 250 to match Bellini and not nuke the player

Skills

  • Adjusted Quick Step skill curve

  • Fixed Serpentine Maneuvers skill not requiring player to be sprinting for buff

  • Fixed Strong Arm skill not working correctly

  • Fixed Faster Healing skill

  • Fixed High Gear skill

  • Fixed Second Hand description values

  • Adjusted Anti Gravity skill

UI

  • All picked up MERX weapons now sell for a flat $200

  • Fixed Strike Missions breaking campaign path lines on laptop UI screen

  • Fixed ammo type not displaying correctly on HUD

  • Game can now detect resolutions for different monitors

  • Made sure resolution list corresponds to monitors

  • Fixed Apply and Reset buttons in settings being interactable when a conformation pop-up is still in front of UI

  • Fixed host missing their player name above their head and issues with players having the wrong icon

    • Fixed debug info being put above players heads

  • Fixed monitor display number not matching windows display number

  • Fixed LOC text scaling issues on the Spectator HUD

  • Added the extraction timer back to the Spectator HUD

  • Fixed bugs with key binding in options menu

  • Fixed host losing their persistent stats

Audio

  • Fixed Charlotte voice lines getting put into the level reverb

  • Fixed Squad Leader killed VO from having reverb applied to it

  • Additional audio slider for more fine tuned control

  • VOIP Adjustments

  • Adjusted sound ducking for multiple parts of the sound mix

  • VO mix pass: soldier, player, sniper, lookout

  • Updated the TOC submix so that it gets affected by the master volume slider.


Known Issues

  • The host Alt+Tabbing out of the game can cause players to drop connection!

    • This can also affect AI, as the host’s computer will de-prioritize the game

    • We have a couple of options to fix this that we are evaluating, but for the short term we would recommend the host not Alt+Tabbing

  • We’re still seeing hitches the first time you run the game

    • These may be related to headshots while running High Performance (DX12), investigating

  • We're looking for feedback as to whether the game is too easy (Specifically for new players. Optional Campaign difficulty increase is on the way.)

  • We are also looking to improve extract cover and add more full-height cover for players (should be in our next update)

  • Occasionally, enemies are still too close to player spawns

  • We’re on the lookout for enemies getting stuck on their way to extract

    • We are still balancing unit counts and extracts, and we want to make sure all units are reaching the players for an exciting extract

  • We’ve seen AI stuck on narrow escalators (though this may have been fixed with Berserker improvements)

  • Optiwand can look under barricaded doors

  • Some plants may still block bullets


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.

Next
Next

What's New in the Rogue Point Early Access