Our new metaprogression system is live for everyone now!
We have had some chunky updates before, but this is probably the biggest change to the game yet. Rogue Command moves from a more roguelike oriented progression system to a roguelite system. This means that you unlock ways to actually gain strength between your runs, not just new stuff to add to the pool.
The battle archive allows you to invest archive tokens into a huge tree of different upgrades. You gain tokens for every profile XP level and for every new ascension you beat. Assigning points is super easy:
You left click to assign, right click to unassign. Shift buys or sells the whole stack. And if you want something that is further along the tree it will automatically buy the nodes you need to get there.
This makes experimenting with different loadouts super easy. Adding a couple of armor stacks for example really helps making your turrets more of a reliable backbone.
I have said a lot about that in the last post, when we announced the feature. The most important reason is that we really think it makes the game more fun and more motivating to conquer. The additional layer of tinkering and experimentation really underscores what Rogue Command is all about, coming up with the most bonkers builds and especially those that support your playstyle.
Please note, that the Battle Archive might still change significantly. Nodes might be removed, costs might change. Getting the balance right on this is going to take some time and most importantly your feedback.
The game has been rebalanced from scratch as well. We took a lot more time to actually play test the game ourselves with and without battle archive updates and have really ramped up the difficulty.
Really significantly this time.
Balance is maybe the most important thing we want to focus on before going out of Early Access. For me (Mario) personally, this is the most fun I've had with the game. But I am very aware how skewed my perspective is on this, so please let us know how it feels for you.
Also please do not hesitate to adjust the base difficulty if you feel the game is too hard now, that is why the option exists. The description for the Engaged difficulty was not quite correct, but it is now.
Another really great addition are some new hotkeys. From F1 to F5 you now have a set of choices to select:
F1: all visible combat units. I find myself using this all the time. Often you want to just have the army you can see.
F2: still selects all combat units all over the map. When you want to go for that all in attack... or desperately need everything to come back to defend...
F3: Select all harvesters. Again something I use all the time to trigger the harvester skills, really handy.
F4: Select idle harvesters - while the harvesters usually seek their next patch on their own, sometimes you might accidentally send them somewhere else or forget to deploy the Core Harvesters (cough, cough, not that I ever do that...).
F5: Select all buildings with active abilities. This makes going for the super weapon type buildings a lot more fun.
These new keys currently do not have UI elements associated this will likely come later down the road.
Heat levels have also been updated and are a lot harder. Feedback we have gotten indicated that it felt like too much of a slog to get a point where it becomes really hard and therefore we ramped those up as well. This might very well mean that if you have gotten deep into the Heat levels, you will have to find your sweetspot somewhere lower.
Heat overall is still a bit weird. The idea of an endlessly scaling monster is scary from a game design perspective, since there is nothing we can do to make this balanced at all. We know a lot of people still really enjoy the punishment, but please be aware that there is no guarantee for the heat modes to be beatable beyond the single digits.
As always we also have a huge list of bug fixes. I am not completely sure, but I think this might be the longest list we ever had... It was a lot of work to even put together from the backlog. So I thought I'd just mention that we are also always working on that front.
If you want to get all the updates early and help us test out the new changes, you can switch your game to the Beta branch in your Steam library. Right click -> Properties -> Betas and select the beta from the dropdown menu.
See the full list of changes below.
Version 0.8.69
GENERAL CHANGES:
BATTLE ARCHIVE: Added permanent roguelite progression element, that allows you to assign points earned every XP level to a big number of different improvements.
From now on it is not allowed to place buildings within skill range of Builder Bases
The building buttons of the engineer now are deactivated if the building is too expensive
Algorithm that centers camera on selected entities now centers on centroid of biggest cluster (instead of centering on centroid of all selected entities)
Added skill description for PCX Crystal Cleaner
Changed how some spawned objects that should not block the path are placed
adjusted HP bar segments for grown HP values.
New hotkeys: select combat units on screen, select all harvesters, select idle harvesters, select buildings with an active ability
Combat engineer now will also be selected when selecting all combat units or all combat units on screen
The settings and the profile folders containing the savegames will now be saved in %userprofile%\\AppData\\LocalLow\\Feneq\\Rogue Command\\ instead of directly in the game directory (to prevent write protection of these directories by ransomware protection software)
Now the profiles can be fully reset or only the tutorial and story intro can be reset