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://www.playroguepoint.com/modkit
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
