Rogue Command

Rogue Command

Hacks and status effects still not working
I've been waiting for this update as I was told that a more detailed UI will be implemented. While the in level display now shows the correct boosted values of the base card, the individual status effects(referred as specific value change) are still not shown. I was hoping that the formula will be exposed to show us the full calculation e.g. Damage:19.8([10base+2hack]*[1+0.15veterancy+0.5status]). This would give the players much needed clarity and also help finding bugs as there are several hacks and upgrades that don't seem to work.

finely tuned: The range is not increased and even the card display screen between levels shows the base range value in white while all other boosted values are shown correctly in green. MG tank range is 4.5 before and after taking it. This hack was working perfectly before the mantis update.

strength: The damage increases but the attack and skill range doesn't. I've moved a rail gun tank with the defender strength upgrade just far enough to stop shooting at a building. After building my building next to it, the strength icon appears above the tank but it still has to move back to the original position to shoot. Same with the defender hunters with strength as an innate ability. Giving strength to a swarm walker with a defender hunter did not increase it's attack and ability range.
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Rogue Command Official  [developer] Feb 13 @ 5:33am 
The idea to make the formulas that explicit (at least with some kind of advanced view) is not bad! I will have to talk to Martin to see what that would take to implement.

Finely tuned *does* work correctly. The change is dynamic in game and those can not be displayed yet. It checks every second if it got armor, and that only works, when the game is running. It is built that way, so that you also get the benefit of finely tuned, when you give your units Armor that only lasts a certain time.
We will add that UI, it's not the next point on the list, but it is high up. I just checked it again and it works exactly as it should. I can trace the single unit changes in the editor when the game runs.

Strength is not giving you weapon range.
It makes the size of splash damage attacks and skills that have a splash size bigger.
"Increases Damage by 50% and skill and attack *radius* by 25%."
The phrasing on this has changed over time and the one here is not clear as attack radius could be interpreted as weapon range.

I will change that description for the next update, to make it more clear. As all status effects, that change is *not* visible on the card.
The card only ever shows the base card, the blueprint, it does not show the stats of the individually selected unit. (yet)
Last edited by Rogue Command Official; Feb 13 @ 5:45am
BIRI Feb 13 @ 6:00am 
Ahhh... so attack radius is just another name for area of effect. I'm guessing this update wasn't about the UI upgrade you've mentioned before.
As for the formula in the UI, the best example I've seen is Deep Rock Galactic Survivor with the weapon inspect screen. Every number is coloured differently depending on the source of the effect: base, meta, veterancy, etc.
Rogue Command Official  [developer] Feb 13 @ 6:08am 
Yes exactly. I changed it to:
"Increases <b>Damage</b> by 50% and the size of skills and attacks with a *splash size* by 25%."

Going to have a look at the DRGS UI, thanks for the pointer.
BIRI Feb 13 @ 6:56am 
Nice! Thanks for considering. I think something like that would make combat easier to understand.
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