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Changelog

Follow new updates and improvements to ROGUE POINT.

Rogue Point 1.0 Release!

Rogue Point 1.0 is live! New Clinic map, mod tools, boss, weapons, cosmetics, achievements, and extensive improvements.

Rogues, welcome to the 1.0 release patch notes. The team has been working tirelessly to deliver this update, and we hope you enjoy all the new additions and fixes! Here are the highlights, followed by our detailed patch notes below!

It's Time to Go Rogue!

Clinic Map

With this update comes our new Clinic map. This map adds levels to Easy, Medium, Hard, and Raid missions. Weave your way through its tight corridors and open lobbies. Below is just a taste of the spaces you can find within the map.

Oil Rig Boss

Another 5-Star Mercenary has joined the MERX crew! Meet R. Son, a flamethrower-wielding boss who brings the heat with devastating fire attacks, keeping the Rogues in the hot seat. This is in addition to updates to the existing BOS Hog, who can show up in different levels, adding more variety to the end of each Campaign.

Mod Support

Giving the power to YOU! We’ve added mod tools so that the community can create their own maps and add seamless custom campaigns for hosts and clients.

  • The community can create modified or original maps using the same tools as the developers

  • These maps can be easily uploaded to the Workshop within the Unreal Editor

  • When starting a new campaign in the Workshop, hosts can select maps they want to be added to the campaign structure

    • Clients joining the host will automatically download custom maps from the Workshop

  • Players can rate Workshop content within the game UI for seamless promotion of good content!

Please see here for documentation on how to create a level:
https://modkit.playroguepoint.com

New Weapons

Mule

A small shotgun designed for breaching. Equip it as your secondary gun, and it can also be used as a backup self-defense shotgun.

KT50 "Plink"

This semi-automatic carbine uses the same magazine as the RC90 and the same ammo as the Paragon, making it a large-capacity target rifle or high-velocity self-defense.

A1M

A semi-automatic designated marksman rifle (DMR) with high damage and precision. Packing lots of attachments and power, this firearm is ideal for engaging targets at mid-to-long range with controlled shots.

New Cosmetics

Chainmail Armor Cosmetics

Former Co-Worker Cosmetics

Achievements

Added 5 additional achievements for players, old and new, to work on!

  • Not Today: Use 100 Revive Stations

  • Dead-On Delivery: Use 100 Dead Drop Lockers

  • Command Collapse: Kill 500 Squad Leaders

  • Giant Slayer: Kill 500 Heavies

  • Sharpshooter Season: Kill 500 Snipers

Code Highlights

We’ve added, fixed, and improved several features for this release. Please see the detailed patch notes at the bottom of this post for even more code fixes!

AI

  • Fixed AI facing the wrong way as they change cover in combat

  • Boss health will now scale based on player count

  • Guns now support custom MERX fire rate

    • This fixes MERX guns having slightly different stats than guns bought at loadout

    • This allows more detailed adjustments for fire rate, especially for shotguns, without negatively impacting players who pick up MERX guns

  • Fix AI shooting through sliding doors on Oil Rig

  • Fix AI spawning on top of each other (deployed in hotfix)

Networking

  • Further optimized net code to improve host/client connections

  • Fixed hostage marker attachment not working on Clients

Controller Support

  • Improved controller-specific glyph support

  • Reimplemented Aim Assist for controllers (or mouse if desired), can be toggled in the menu

  • Added keyboard pop-up for inputting lobby codes

  • Fixed several quality of life issues and bugs

Thank you as always to the community for their support through Early Access. Our players have truly had an impact on this release and this game.

Also, a huge thank you to our developers for their skill, effort, and professionalism. They know we love them, but we don't say it enough, and we literally wouldn't be anywhere without them.

Thank you. Have fun out there!

-Crowbar Collective

Detailed Patch Notes

Fixes Since Beta

Thank you to those who tested!

  • Fixed KT50 optics not following top rail during reloads (muzzle devices will still look odd)

  • Fixed burn effects not showing up on clients

  • Fixed “Abort Mission“ button not working on Planning Screen

  • Improved dynamic shadows on Clinic and small bug fixes to Clinic

  • Fixed Clinic video not displaying correctly on mission select and loading screen

  • Fixed elevator not working properly for clients on Mall

  • Multiple LOC fixes

  • Removed localized signs in Clinic to prevent overlap

  • Multiple controller menu focus fixes

  • Fixed an issue with flamethrower penetrating objects it shouldn't

  • Fixed orientation of Oil Rig boss explosion

  • Fixed a myriad of cases where players could cheese the bosses

  • Increased priority of move through door operations on both bosses

  • Fixed dead NPCs blocking revive

  • Fixed an issue with boss hog testing

  • Fixed Lock Pick UI prompt not going away after use

Note: a layout will sometimes not load and kick you back to the mission select menu. We are looking at this. Selecting a different level or restarting the game will fix this.

Code

  • Improved vaulting to prevent vaulting where the Player should not be able to

  • Increased the speed at which a medkit is used in solo play

  • Enabled aim assist on controllers by default

  • Fixed an issue where unsuppressed Paragon was doing double expected damage

  • Fixed bug where Player would ping their equipped Ammo Box backpack item when trying to ping straight ahead

  • Fixed bug where Player can exceed Campaign creation limit and create 21 Campaigns

  • Adjusted curve tables for Skills for more balanced skill rewards

  • Fixed Ammo Box using all charges at once on first use

  • Fixed emotes overriding reload animation, causing guns to appear to reload themselves (ghost reloads will be missed)

  • Fixed Player able to shoot and reload their weapon at the end of climbing the ladder

  • Fixed armor pickup LOD issues

  • Fixed mission failure counter is not present at the bottom of the screen when Campaign has 4/5 lives

  • Fixed hostage head not having collision

  • Added Custom Campaign modifier to skip extracts

  • Fixed Clients sometimes losing their Skills/Dead Drops/Equipment when traveling to a new mission

  • Fixed players able to strike their own bullet casings while firing, preventing damage

  • Fixed dead players triggering proximity mines

  • Fixed used battering rams in some doors (fridge, keycards, barricaded doors, etc.) preventing sprinting and weapon switching

  • Fixed clients with Red Dots spawning with standard crosshairs on HUD

  • Fixed extraction sound effects playing after the Player has died or if the mission is aborted

  • Implemented new player dialogue for cash stash rooms, throwing tear gas, throwing prox mine, reacting to tear gas, and door trap disarm

  • Fixed players able to re-roll skills by re-entering missions

  • Fixed players using gadgets on fridge doors

  • Fixed players being able to breach and sprint into fridge doors

AI

  • Fixed an issue where snipers would not be able to reload

  • Increased rate of fire for Heavies using Artemis so their accuracy does not reset

  • Set all MERX fire rates with new weapon RPM (shotguns are 120 or lower)

  • Removed special AI-only shotguns from Merc Loadouts (all AI now use the same guns as the Player)

  • Heavies can now carry Spas-12s and M26s

  • Adjusted AI damage output for new guns

  • Fixed an issue causing Lookouts to not correctly find a next target

  • Fixed an issue with flash grenades blinding the throwing Lookout

  • Fixed Berserker able to push Player while on ladder

  • Fixed a bug where enemies would not spawn at extraction

UI

  • After tagging an interactable station (Ammo, Medical, Revive), their outline is still visible when depleted

  • Expanded graphics options

  • Fixed errors in translations

  • Fixed main menu highlight issues

  • Fixed stairs icon for planning screen

  • Fixed bug where Clients could not see Objectives Intel option on Planning screen

  • Fixed bug where Airport missions appear as "None, Invalid" on laptop screen in Mission List menu

  • Fixed bug where Airport missions do not display preview video on loading screen

  • Fixed bug where Airport HVT mission tab lacks name and layout in Mission List menu

  • Fixed bug where Infinite loading screen occurs when deploying into Airport HVT mission

  • Fixed achievement progress not being tracked in Steam's UI

  • Fixed bug where Party Management button was not highlighted on the corresponding tutorial pop-up

  • Fixed bug where all Achievements with a tracker % were not updated in Steam when the Player made progression towards completing them

  • Added support for showing teammates' gadgets and meds in the HUD loadout

  • Fixed instances of translated text going outside of text boxes

  • Made sure base Austrian is displayed in store

  • Fixed broken exit button on planning screen

  • Fixed incorrect icon on "General Utility" Dead Drop

  • Fixed issues with party browser

Controller

  • Fixed an issue that would prevent the Player from interacting with the tutorial prompt in the permanent progression screen while using a gamepad

  • Updated Planning Screen to add gamepad functionality

    • Updated the way that we navigate the planning screen to support gamepad, and also allow the Player to open the settings menu on the deploy menu while using a gamepad

    • Reworked the controllers for interaction with the planning screen, so that it doesn't conflict with the intel navigation

    • Fixed the navigation issue on the planning screen, so you can purchase objectives using the gamepad

    • Added button prompt for changing tool on Planning Screen when a controller is present

  • Player can now spend Intel on the Planning Screen

  • Fixed Cosmetic unlocks on the Progression Screen not being able to be scrolled with the controller

  • Updated the way that we interact with the reward screen in the mission end screen, to interact with the screen using the gamepad

  • Player's camera will no longer spin on the mission end screen if they are moving it with the controller when the screen appears

  • Fixed Player losing ability to change option in Settings after selecting it with controller

  • Updated footer widget. We now hide the settings button if you are playing on a gamepad

  • In Settings menu, we now set focus to the options tabs instead of the Quick Settings screen

  • Added prompt for using Intel in the store

  • Added set Aim Assist in the settings screen

  • Updated the gamepad prompt to ensure it displays correctly when the Player does not have enough Intel to purchase Intel

  • Fixed bug where Player loses focus when closing the quit game prompt

  • Fixed bug where game loses focus when returning from Mission Screen

  • Added Prompts for leaving the Planning Screen

  • Fixed bug where Player cannot interact with certain parts of Party Menu with Controller

  • Added a new setting on the gamepad settings menu to update the type of Controller icons to display in the game.

  • Fixed bug where Custom Campaign menu exhibited various functionality issues when using a Controller

  • Updated Controller prompts option so that we update the Controller type when we load the game and update the controller display in the gamepad screen

  • Fixed displaying the correct icon in the training prompt for PlayStation and Steam Deck

  • Button prompt now showing for gadget on Steam Deck and PlayStation

  • Fixed "PlayStation" misspelled on the settings screen

Animation

  • Change to the way Unreal imports tangents, big vert savings across all skeletal mesh models

  • Fixed bug where Player hands ended up in unnatural position after throwing last throwable while vaulting

  • Fixed AKM empty reload hand clipping

  • Fixed head separating from the ladder on end of the deploy animation

Art

  • Added Security Guard cosmetic set

  • Added holster swaps to fix clipping bug

  • Added mesh swaps to help with clipping

  • Adding Hydro Shock skin unlock

  • Adding Thug skin unlock

  • Adding strings for new swatches (LOC)

  • Weapon Pistols Sights update

    • Austrian

    • Taser

    • SOCOM

    • Paragon

    • Auto Austrian

  • New Dead Drop icons for most bundles

  • Added other Lamellar Cavalry colors to the progression table. Edited some colors to make them stand out better.

  • Adding new character color swatches

  • Fixed SAS Upper "Orange" being marked as "Navy"

  • Multiple fixes for weapon cosmetics and fixing default black swatch selection

  • Fixed ejection port covers being pure black

    • Removed weapon AI and adjusted materials for a cleaner look

  • Fixed eyewear bugs

  • Updated Tech Helmet readable name

  • Fixed clipping in Track Suit

Audio

  • Sound passes for levels, weapons, AI voice lines, and VO

  • Fixed room tones not playing in mall

  • Hunter fire sound pass and fix up for timing of other sounds

  • Added new Player Voicelines

    • Throw Tear Gas

    • Throw Proximity Mine

    • Pickup Cash

    • Activate Door Trap

    • Quieter "Mission Begin" dialog, for solo and teamplay

  • Fixed missing mission start stinger music

Design

  • Lots of clipping and level escape bug fixes

  • Added a better method for handling extraction doors

  • Fixed an incorrect bool condition that would cause a crash if an Extraction Zone's ActivatedActors had an invalid actor

  • Set up framework to allow multiple extraction zones in the same layout

  • Fixed door knobs clipping through barricaded doors

  • Added New Dead Drops

  • Fixed a bug where armor was not showing up in multiple Dead Drops

  • Dead Drop Tweaks and Community Skins

  • Increasing odds of drops at each phase by 1%, 2%, 3% as they progress

  • Lowering Dead Drop prices to $1200 (unchanged), $1400, and $1600

  • Thunder (Rifle): Increasing range slightly, now unlocks after 1 campaign (like the Maverick)

  • Removed "pre-extraction" sequence on Strike missions

  • Added different voice lines for Strike mission extractions

  • Extraction wave stations now give you two things (ammo/health) if you are a solo player, rather than one

  • Extraction wave delays are now +5 seconds if you are solo (gives you a tiny bit more breathing room)

Mall

  • Added small intro and player guidance to BOS HOG

  • Adding in lift in Chon & Spencer's

  • Fixed bug where some enemies on Extraction would spawn behind choked doors on Checkpoint Mall "Fuel up" layout

  • Fixed bug where a texture seam is visible between the Justadollar and Un Denni in Checkpoint Mall

  • Fixed moveable boxes below fountain extraction case, causing it to float

Office

  • Office Lightmap Fixes:

    • Setting UDS Skylight to Stationary instead of Static

    • Setting customcube map to Flat_PartlyCloudyHalf

    • Increasing lightmaps in noisy areas

    • Setting objects to volumetric shadows

    • Setting vehicle glass to have volumetric shadows and not cast shadows themselves

    • Turing off shadow casting on most baseboards to prevent fireflies

Oil Rig

  • Fixed bug where Player has access to unrendered out-of-bounds areas on the "Operation Bridge Strike" layout of Oil Rig

  • Fixed bug where Player has access to unrendered out-of-bounds areas on Oil Rig mission at Exterior area

  • Fixed bug where Player could fall out of bounds and could not return on Oil Rig "Operation Maze Strike" layout

  • Fixed bug where decals on Oil Rig would disappear if the Player did not look at them directly

  • Fixed broken stash rooms

Airport

  • Fix up, lighting, and detail passes

  • Tweaks to different Layouts:

    • Player can't get out of bounds on Takedown Mission at Concourse

    • Player can't get out of bounds at Control Room Stairwell

    • Player can't get out of bounds near lower level of Baldrick's Coffee

    • Player can't get out of bounds on Airport Rooftop

  • Mannequin in The Vinyl Cut now has collision

  • Fixed floating dirt near lounge

  • Fix for Control Room Roof extract and Departures Concourse spawn markers showing on the incorrect layers

Known Issues

  • A layout will sometimes not load and kick you back to the mission select menu. We are looking at this. Selecting a different level or restarting the game will fix this.

  • KT50 muzzle devices will not sync with reload

  • Occasionally, clients will stand in the same location on the Loadout screen

Update

0.6.0 Early Access Major Update is now live!

You read the dev logs, you playtested, you left feedback, and now - the second major Early Access update to Rogue Point is live!

This update brings along an in-game map, permanent operator progressions, new skills, new weapons, new cosmetics, AI updates and MORE… Let's dive into what's new!

Saves

Please note that this update will invalidate in-progress campaign saves! Weapon, attachments, skin, and cosmetic progression remain untouched.

AI Updates

We’ve added a number of AI features, bug fixes, and improvements, including:

  • Adjusted global navigation mesh settings on all levels to improve AI pathing

  • Fixed AI getting stuck at Oil Rig sliding doors

  • Improved smoke handling in all AI classes

  • Fixed AI transition time for AI going in and out of crouch cover (fixes sliding while crouched)

  • Adjusted the weighting of the dodge sidestep to be slightly less frequent

  • Fixed AI sliding through doorways while playing alert animation

  • Improved pathing for players who are out of bounds/off navigation

  • Changed AI call for help range to be based on squad manager settings instead of set value

    • Allows for AI to respond more naturally in larger spaces

  • Tear Gas

    • Added a coughing state to tear gas. Enemies cannot shoot while coughing, but can move

    • Tear Gas now affects AI as “Less Than Lethal”

  • Soldiers

    • Soldiers now only crouch at corner cover and do not go into full head-down cover to keep them in the fight

    • Soldiers who take damage in cover will now discard that position as good cover and attempt to move

    • Soldiers now have the ability to suppress players through smoke

    • Fixed an issue where soldiers would sometimes stop pathing towards players on objects

    • Fixed issue where Soldiers would focus on an invalid point

  • Lookouts

    • No longer flashbang themselves

    • Higher star rating lookouts can now throw tear gas grenades

  • Berserker

    • Improved pathing (mainly by adjusting global nav mesh settings)

    • Sound pass so that he is less sneaky

  • Heavy pathing is now less rigid and can update faster

  • Fixed Sniper enemies that were not affected by the Custom Campaign "Enemy Responsiveness" modifier

  • BOS HOG

    • Fixed the boss being able to be killed with one grenade

    • Increased speed of hook pull-in against the player

    • Increased animation speed of the hook combo

      • Increased reliability of hook combo

      • Added damage when hit by the hook

    • Fixed an issue where hog combos could be inconsistent

    • Fixed boss skating by moving too early for animation

    • Fixed issue with boss changing speed as the players moved away

    • Fixed an issue where the boss would stand still for too long

    • Fixed sprint goal locations

  • Added background tech to enable or disable more behaviors based on AI star level

In-Game Map

The game now allows players to open the planning map in-game. The map will display:

  • The player's location

  • Other players' locations, whether they are above or below you, and if they are downed

  • Stash room locations

  • Drawings from the planning phase

Permanent Operator Progression

We’ve added permanent player progression to the game. Completing missions, phases, and campaigns earns you “Rogue Points” (RP). These can be spent at the Operator Profile/Cosmetics screen to permanently upgrade your Operator! This gives your operator two systems to use: the Skills system within a campaign, and the Operator Progression, which saves to your character forever! You can also respec your Operator at any time if you feel the need to change things up.

New Skills

We’ve added 20 new skills designed to diversify abilities and make operators more unique (Increase shotgun damage? Or faster revive speed?). This gives the players more decisions to make as they play!

  1. Shotgun Mastery - Increase shotgun damage

  2. SMG Mastery - Increase SMG damage

  3. Rifle Mastery - Increase rifle damage

  4. Grenade Mastery - Increase grenade damage

  5. Less-Than-Lethal Mastery - Increase LTL damage

  6. Pistol Reload Drills - Increase pistol reload speed

  7. Shotgun Reload Drills - Increase shotgun reload speed

  8. SMG Reload Drills - Increase SMG reload speed

  9. Rifle Reload Drills - Increase rifle reload speed

  10. Less-Than-Lethal Reload Drills - Increase LTL reload speed

  11. Firing Position - Decrease recoil while not moving

  12. Head Hunter - Earn health on a headshot

  13. Vampiric Punch - Earn health on melee kill

  14. Trauma Surge - Faster revive speed

  15. Critical Care - Increase the amount of health an ally receives on revive

  16. Health Transfer - Earn health by healing/reviving

  17. Morale Boost - Earn health by completing an objective

  18. Explosion Dampener - Reduce explosion damage

  19. Slapdash - Increase the distance of melee dash

  20. Light Foot - Decrease noise when walking

We’ve also added a feature to re-roll your skill choices on the skills screen for $500.

Controller Support! (Work In Progress)

We added controller support for the game. We built the game from day 1 with controllers in mind, but it has many menus and features we would like to support. Please give us feedback on what you like and don’t like, and any features you may want in the future for controllers. Thanks!

Dead Drops

With the last update and this update, we’ve added a number of new Dead Drops. This includes new drops for basic gear, all the way up to the best of the best. Give them a spin to see what is new!

New Weapons

FLX-R Rifle

A compact bullpup semi-automatic rifle that keeps overall length to a minimum, while providing a balanced mix of control and firepower.

Maverick Shotgun

A small shotgun that is easy to carry. Designed for breaching, but can also be used in short-range engagements. (This gun can be used in place of a secondary weapon.)

Austrian Full Auto

Similar in design to other Austrian models, this version has a “fun switch” to enable full-auto or semi-automatic fire. (We also added the 50-round drum magazine to the standard Austrian.)

RCD Tiger

This shotgun has a dual-fed magazine tube that allows for high ammo capacity and hard-hitting ammo.

Cosmetics

Summer Hawaiian Shirt

Track Suit

Glass Updates and Fixes

  • Players can now punch glass again

  • Glass has much lower health

  • Fixed clients not being able to pass through broken glass

  • Grenades can be thrown through glass, and the glass affects their trajectory

New Achievements

We’ve added a number of new achievements designed to give players some extra high-level goals to progress towards. We have more to add with the next update and are looking into possibly adding some cosmetic unlocks hidden behind certain achievements


Detailed Patch Notes

Code

  • Fixed additive recoil continuing after the player stops firing

  • Blocked players from being able to ADS while reloading to fix overlapping animation issues

  • Fixed Pepperball ADS breaking

    • Allowed low-profile Pistol Red Dot to be used on Pepperball gun

  • Proximity Mines

    • Fixed mines not having the correct color coding

    • Fixed mines sometimes not dealing damage

    • Fixed areas in maps where Prox Mines would blow up on contact with world

    • Added beeping and light flashing

    • Fixed wrong orientation of Prox Mine when in the player's backpack

    • Fixed FOV shader not applying to Prox Mine base

    • Fixed several different issues with Prox Mines: Not being visible; Clients not seeing explosions; not disappearing after being activated; Player colors not applying.

  • Pings no longer play on top of weapon animations

  • Increased streaming pool size depending on video settings to prevent blurry textures

  • Forced mission to end if the player falls out of the world with “All Team Members Must Extract“ campaign modifier on

    • Added warning while in extract if “All Team Members Must Extract” is on

  • Fixed fall damage hurting or killing other Players if landing next to them

  • Fixed fall damage applying to armor

  • Fixed issues with host skills applying to clients

  • Fixed Quick Step skill only having one tier

  • Fix Squad goals achievement unlocking for host when someone leaves a 3-player party

  • Fix lockpick UI not updating after use

  • Fix clients not being able to break glass on certain parts of Airport

  • Door traps can now be pinged

  • Nearby explosions now trigger door traps

  • Fixed edge case where failed campaigns would stay in campaign list

  • Fixed sell prices of non-editable weapons

  • Fixed non-editable weapons losing their attachments when shared

  • Fixed players being able to be revived through walls and objects

  • Fixed multiple people being able to load into the training level

  • Removed broken party chat slider from Party Menu

  • Fixed players being able to duplicate weapons by sharing them

  • Fixed player being able to jump and lean for a short time after being downed

  • Fixed a bug that was shipping dev build files

  • Fixed players being able to climb a ladder forever

  • UI

    • Updated Localization

      • Fixed Russian text not updating to proper language

      • Fixed missing Japanese localization for tutorial prompts

    • Updated Tutorial prompts for new mechanics and fixed outdated highlights

    • Added new armor tutorial pop up

    • Fixed host campaign not being properly highlighted in tutorial

    • Moved Skills menu to Deploy menu (in addition to the mission end menu)

    • Fixed Smart Lean being on by default (even though the menu said it was off)

    • Lots of scaling fixes and quality of life adds

    • Fixed equipped skills sometimes not showing in multiplayer

    • Fixed an issue with using esc on player voice chat menu

Animation/Art

  • Fixed a number of small bugs with animations in-game and at loadout screen

  • Fixed clipping on upgraded AI meshes

  • Fix player cosmetic clipping and missing chem lights

  • Added destroyed items for mission/raid objectives

  • Added destroyed version of explosive containers

  • Fixed Thump shell clipping barrel

  • Fixed animation clipping bug while deploying ladders

  • Updated Mall loading screen

Audio

  • Additional sound pass on Airport

  • Proximity Mine sound cue edits

  • Voice attenuation now does low-pass vis occlusion

  • Fixed wrong sounds playing at mission end

  • Adjusted lots of ducking, concurrency, and sound classes for proper sound volume

  • Attenuation adjustments for Berserker screams, combat cues, and footsteps

Design

  • Adding mid campaign Medium Raid Missions!

  • Removed turning speed nerfs from weapon attachments

  • Fixed TONS of vaulting, clipping, collision, player out of bounds, and other issues

    • An example of one check-in:

  • Stash Rooms

    • Added stash rooms that give players weapons

    • Armor stash rooms are now slightly buffed for solo players

  • Added Drum mag to base Austrian

  • Set door traps to 2 seconds instead of 4

  • Added pings for a number of weapons, grenades, objects, ladders, stations, etc

  • Fixed missing skin unlocks for Thunder rifle

    • Fixed Thunder default skin not being able to be applied

  • Fixed RIOT-12 default skin not being able to be applied

  • Fixed missing field for Striker 4x Combat Scope

  • Fixed duplicate laser/flashlight unlock for Bellini Shotgun

  • Fixed AI getting stuck in Office

  • Improved cover nodes and fixed unbuilt lighting in Office

  • Fixed players getting stuck behind rally barrier in Takedown mission

  • Fixed player being able to avoid being eliminated while being out of bounds, by continuously climbing on the water surface on Oil Rig

  • Fixed boss skin showing in Rampage skin list at Loadout

  • Fixed order of attachment unlocks

  • Fixed unlocked Intel not displaying for clients

  • Deployed ammo boxes can now be pinged

  • Fixed decals on Oil Rig disappearing if you do not look at them directly

Known Issues

  • Loading screen can sometimes hang indefinitely (should be fixed on dev side)

  • Track Suit and Summer uppers have broken arm bands (fixed on dev side)

  • Hostage UI prompts stay in place after they are picked up

  • Occasionally, the UI will drop out as the Host selects a mission

  • Two players sometimes stand in the exact same spot at Loadout

    • The loadout screen has lower performance than it should (we know why, will fix)

Update

0.5.0 Early Access Major Update is now live!

Rogues! It's time for the first of the major Early Access updates for Rogue Point! This update includes ADS 2.0, new custom campaign modifiers, more performance updates, and all-new weapons to add to your Rogue's arsenal!

Thank you again for all of your feedback and for sticking with us as we continue to update the game in Early Access! It means a lot to us, and your feedback is extremely valuable.


Update Highlights 👍🏻

Aim Down Sights (ADS) 2.0

Overhauled the way the game adjusts the weapon's Field Of View (FOV) while using ADS. This greatly improves the sight picture and usability of all optics.

Network Optimization/Network Drop Fix

We’ve done a massive amount of work to reduce network traffic (from hundreds of thousands of messages to ~60,000 at peak). This will help with slower connections, but more importantly, it should prevent players from getting dropped from parties as the network was too overloaded to make the transition!

Server Browser and Mid Mission Joining

We’ve added a server browser so players can see who is currently playing Rogue Point and join them. This includes changes to default settings to make it easier for players to connect.

The game’s join system was also massively overhauled to allow mid-mission joining. This will allow players to spectate during a mission in progress, then join the fight on the next mission!

Known Issue: The UI or HUD may break when joining a mission. We have most, if not all, of these fixed internally, but they will be part of a future update.

Overhauled Party Management

Changed party management to be a pop-out slider. This not only looks nicer, but is hopefully less confusing for players. We also fixed a bug where parties were getting set to “Unlisted“ unintentionally.

Vastly Improved Performance on Default (DX11)

We enabled the RHI Thread for the default launch option. This improves FPS by 20-80 frames on an RTX 5070 Ti.

Campaign Modifiers

The game now lets you adjust settings and sliders to create a customized campaign. Let us know what settings you like best. We can use some additional feedback to make difficulty presets in the future.


Weapons and Stash Room Updates 💥

4x Combat Scope

In addition to ADS 2.0, players can now unlock the 4x Combat Scope. This has the highest zoom of all optics and is ideal for long-range combat.

Tear Gas Grenades

A grenade that releases irritating gas that can do damage over time. Used primarily for area denial.

Hunter 44

A firearm with real stopping power but limited attachments. Great as a high-powered backup weapon, just be mindful of its reload times.

Thunder Bolt Action Rifle

A bolt-action rifle built for range. As distance increases, damage goes up.

RIOT-12

A distinctive shotgun known for its rugged design and adaptability. This versatile weapon excels in breaching and close-quarters combat, making it ideal when facing Unforeseen Consequences.

RC90

Developed during the Cold War, this is an extremely unorthodox bullpup SMG. Its small size, 50-round horizontal magazine, and exceptional rate of fire are perfect for sustained close-range engagements. Designed specifically to be equipped with armor-piercing rounds, this blends the benefits of a compact SMG and a full-powered rifle.

Proximity Mines

A motion-sensing device that detonates instantly when triggered.

Improved and Expanded Stash Rooms

Stash rooms are now shown on the planning screen, have clearer in-world icons, and can support Armor, Cash, and Weapons (though weapons have not yet been added to the maps)


Artificial Intelligence Updates 🧠

New Enemy Cosmetics

As the mission difficulty progresses, the AI will take on new looks. Soldiers will also increase their armor to help scale the difficulty throughout the campaign.

BOS Hog

Added new attacks, responses, and phases to the boss.

  • Charge attack

  • Hook attack

  • Improved grenade throwing

  • Damage states per phase

  • Increase health values

Door Traps

Doors now have a chance to be trapped. Players will have to peek or optiwand doors to know exactly what is on the other side.


New Cosmetics

SAS Outfit

Cowboy Cosmetics


Detailed Patch Notes 🔨

Code and AI 💻

  • AI

    • Added new AI combat voice lines

    • Improved AI’s understanding of nearby combat

    • Adjusted suppressed vs unsuppressed bullet volume for AI to be more consistent and predictable

    • Fixed bug where if the player was too close to an enemy, then the bullet would fire in the opposite direction behind them.

    • Snipers now use Thunder instead of Stone 5.56

    • Fixed an issue where voice lines would sometimes not play on idle AI

  • Fixed hosts losing their persistent stats, resulting in incorrect information being displayed on the campaign end screen.

  • Fixed DLC icons not properly showing sometimes for players

  • Dampened physic impulse for bullets to better account for new bullet speeds

  • Fixed resetting the microphone capture to defaults

  • Fixed multiple crashes caused by rare edge cases

  • Fixed resetting key bindings to default sets "Ping" to TAB instead of MMB

  • Fixed deactivated ammo stations that had an interaction prompt in Office Complex

  • Fixed shared weapons displaying equipped attachment icons in Loadout until weapon is claimed by a teammate

  • Fixed text chat window covering UI elements in Profile screen

  • Fixed campaign cover images being stretched

  • Fix room tone audio not getting started properly at beginning of mission

  • Improved healing logic if someone dies when you are mid-heal

Design/Art 🎨

  • Improved Extract Timing

    • There is now a pre-countdown with voice lines, and then enemies will arrive as the extraction wave starts

    • This removes awkward pauses in extract combat

    • Added cover to some extracts for better combat

  • Optimized menu levels and loadout screen!

    • While still heavy, these areas should have a much higher frame rate

    • Optimized smoke particles

  • Laptop now auto collects on completion of mini game

  • Multiple glass fixes and clean up of glass actors

  • Multiple inactive/broken Stash Room fixes

  • Added “Locked“ state for Medical and Ammo Stations in Extraction Zone

  • ADS 2.0

    • Improved Iron Sight art

      • Multiple animation passes to improve iron sight positioning and recoil animations

    • Fixed wrong DOF blur in certain cases

    • Recoil pass on all weapons (hip fire and ADS)

    • Scaled SOCOM suppressor to not fully block iron sights

    • Iron sights for SOCOM now glow

    • Fixed magazine disappearing off-screen at certain FOVs

  • Fixed unlock bugs for MP7 and GL-06 (thanks to the community for finding these)

  • Fixing Fusion-V Fire Mode being a 3-round burst instead of a 2-round burst (thanks to community feedback)

  • Fixes for cosmetic outfit clipping

  • Fixes for markers not displaying correctly

  • System improvements to custom objectives

  • Improved MERX spawners

  • Improved elevator code

  • Improved Raid logic to simplify it and fix bugs

  • Full cover pass on Office for better AI selection of cover

    • Fixed edge cases in Office where door chocks could not be picked up

  • Full cover pass on Mall for better AI selection of cover

  • Full cover pass on Oil Rig for better AI selection of cover

  • Airport

    • Changed sunlight to be “Stationary“ instead of “Movable“ to improve performance, but maintain real-time shadows.

    • Refined LODs, collision, and object draw distance

    • Added new Raid layouts

    • Found and removed duplicate meshes

    • Merged foliage and made it so bullets could pass through them

    • Improve the planning screen in Airport

  • Fixes to default collision profiles for better collision accuracy

  • Fixed Ammo Station collision in Training level


Known Issues

A bunch of small bugs and QOL things we are looking into, but some noticeable ones include:

  • Players at the Loadout screen occasionally stand on top of one another. We've been trying to figure out what creates this, and have been flummoxed by it.

  • Occasionally, sounds like countdown timers or music will carry over from mission complete or campaign complete. Investigating.

  • Sometimes AI will continue to fire at players at mission end. Usually, this is a Heavy during their stand-up animation, but recently we saw it with a soldier at mission fail, so we will look into that.

  • The AI likes to get stuck at the Control Room Rooftop extraction stairwell. We're not sure what is holding them up, but we are looking at it.


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.

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