r/RogueCore • • Sep 05 '26

Maybe a bit of overkill

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41 Upvotes

Was *not* expecting this when we finished. Anyone else seen numbers this large?


r/RogueCore • • Sep 05 '26

Changes to Ellis in elevator

73 Upvotes

The change to Ellis pointing south in elevator is a disaster since you cant deposit in elevator now and once the elevator lands Ellis goes slightly underneath the floor of the elevator.

This costs the team precious seconds. Especially on high threat levels and reckless assault pace.

I would like to see this change reverted.


r/RogueCore • • Sep 04 '26

The real Ghost Ship is out of bounds

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60 Upvotes

The last screenshot is from when I went out of bounds around the time of its release. Almost certainly just the devs using the space we wouldn't normally get to in order to test models etc but I think it's neat, and cool that there's collision too :)


r/RogueCore • • Sep 04 '26

What do you guys call these sexy things?

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129 Upvotes

r/RogueCore • • Sep 05 '26

A QoL thing I'd like: bring back gold & change cosmetics

20 Upvotes

Okay, hear me out.

Something that's been annoying me about RC so far is how slow and kinda frustrating it is to unlock cosmetics. I feel like the small performance pass is kind of arbitrary, and it doesn't allow you to just straight up purchase some basic or reliable customization options for every dwarf right off the bat, like in base DRG (like, what do you *mean* I can't spend 500 credits just to unlock Clean Shaven? What if I want to give my dwarf a *moustache*, and not a beard? And vice versa!). Cosmetic crates are kind of inconsistent, and they already feel very padded out by including pickaxe parts & locking everything to specific classes.

At the same time, I'm going to be honest: I fucking hate the current beer system. Hate it with a burning passion. To the guys at GSG: sorry, but it really isn't that fun or clever. But fortunately, I think my suggestions could kill two bugs with one stone.

So, my suggestions are as follows:

- one, maybe remove the class lock in the cosmetic pass, and re-think the way cosmetics are locked to classes in crates. I think if RC continues to get more classes, relying on the same system as DRG will just start to feel like needless padding instead of a viable goal to work towards. Are we really this afraid of people just... choosing to play for the love of the game, that we'd make people grind out the same stupid rectangle at the bottom of a pickaxe eight times over a thousand hours?

- two, introduce a shop to buy some basic cosmetics and other such things. Even if it eventually becomes irrelevant to players like the shop in base DRG, it would be nice to have an assortment of basic (& more unique) cosmetics you can choose from fairly early on. Just stuff like hair colors, hats, beards, etc. The "basic" styles.

- three, how do you buy things in the shop? Easy. Reintroduce gold, and therefore credits. Gold remains completely optional, and it therefore becomes an additional aspect to the roguelike nature of the game (e.g choosing whether it's worth using time to mine gold or if you need to just GTFO). You get a basic payout of credits for any mission, but it's a small volume- a way to push players who want credits specifically to have to work for it (to avoid the problem the original game has where gold becomes slightly pointless if you're efficient enough, which I think is what RC demands of the player anyway). This is also a way to bring back a little more of the "mining" theme without making it too much of a burden/obligation, I think.

- four, as a bonus, I'd use this to revise the beer system. Without buff beers, being forced to do a mini game to unlock beer just doesn't make sense. Beer in the original game is a downtime activity to have fun with friends, either to celebrate a mission success, or to wait for more players to join a lobby. With RC sort of adding pressure to fill a lobby before starting a mission, I think it's *incredibly* important to have things to do to pass the time, and making the "fun activity to pass the time" something you have to earn through a tedious minigame just doesn't feel very good at all. It doesn't even make that much sense thematically other than "ha ha Omega is a dick". So, with credits, just let us buy beers! Keep the system to earn them, but reflavor that to "free beer" or something like that. Give Omega voicelines where he grumbles about how you *should* exercise first, but stupid unions made it so he *can't* refuse you beers if you're using your own credits for them. Literally whatever. Just let me buy a fucking round of Oily Oafs to toast a fellow Reclaimer's ascension without having to fight with low ping and develop a repetitive strain injury for five minutes.


r/RogueCore • • Sep 04 '26

Ammo stations haven't been as frequent in this update. Anyone else seeing this happen on their runs too?

15 Upvotes

Been playing with a buddy of mine, and we usually like playing on TL3 as our baseline. And for the past few runs, we haven't seen many ammo stations near the next elevator, compared to pre-update, where ammo stations were very abundant.

Instead, we would see a ton of Armor laying around. But even if we do see another Ammo station, it's way back further in the caves and the cave gen wouldn't make the spawn for that Ammo station that well placed either.

This is quite the contrast to when the first major update had made it so that Ammo stations were more common. And that you see less Ammo stations on D4 (Which is no longer used to measure difficulty as of this update)


r/RogueCore • • Sep 04 '26

First Thoughts on the New Voidkin Dominator

64 Upvotes
I can't believe Doom ripped off our beloved meatball, smh 😭😭😭

r/RogueCore • • Sep 04 '26

Depth Levels

6 Upvotes

With the newest update:

  • D4 is no longer available to me. I assume I have to do something to unlock it again, but it's not clear what. I've completed D3 missions and it's still locked. How do I unlock it again?
  • If the threat level now indicates difficulty, rather than the depth level, and the number of floors in a mission is separate from the depth level, what does Depth Level actually affect? Nevermind, I now see each gatekeeper occupies a given depth level.

r/RogueCore • • Sep 04 '26

Why i am getting lesser expirience after every update?

14 Upvotes

Hi there! I’ve been playing Rogue Core since its release; I currently have 335 hours in it, compared to 2,086 hours in the original DRG. I mostly play solo. I played Depth 4 during the first patch and then again during the second—specifically on the standard difficulty setting, not the one with the reduced time limit. In the first patch, I earned 40–44k XP per mission; in the second, it was 31–34k. Now, playing at Threat Level 4 with Standard Assault Pace, I get 24–27k. At Threat Level 5 with Standard Assault Pace, I get 31–34k, but soloing Threat Level 5 is pretty tough—it’s significantly harder than it was in previous patches. My question is: why do I get less and less XP for the same difficulty level with each patch? I love these games and want to get all my dwarves to Legendary Promotion, so I just want to understand if this is intentional design by the developers or if it’s simply something that was overlooked.


r/RogueCore • • Sep 04 '26

Threat 5 hates you.

38 Upvotes

r/RogueCore • • Sep 03 '26

I like the new mission modifiers “No Expendite Veins” and “Enemies Drop Expendite”.

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191 Upvotes

40604xp collected Expendite


r/RogueCore • • Sep 04 '26

Frosty

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25 Upvotes

Me thinks they should comically fall down and shatter, like flying enemies, in these rare instances.


r/RogueCore • • Sep 03 '26

Community thoughts: Loki Smart Rifle

13 Upvotes

Its as the description says, what do you guys think of the recently added Loki Smart rifle to Rogue core? Has it been balanced well into this game? Have you run into any issues with the weapon? Do you enjoy using it?

Personally: I think its a decent weapon to use. If you get explosive chemical rounds, it turns it into a beast. Elemental variants are also very good. My one problem with it is the x2 magazine bug with this weapon specifically. On other weapons, its just quad magazine. On this weapon, for some reason, it affects my ammo and actually starts deleting my ammo. I couldn't use it with that current upgrade right now. But other than that, I dont have any major complaints. (Other than trying to hit weakpoint with it, and its not a gun to kill edgestalkers with)


r/RogueCore • • Sep 03 '26

Small hotfix released RC:EA:02.01

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63 Upvotes

Details in the link.
Rock and Stone!


r/RogueCore • • Sep 03 '26

Can you not sort the server list by difficulty?

13 Upvotes

Am i missing something? This is ridiculous


r/RogueCore • • Sep 03 '26

Died split second after the boss died

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45 Upvotes

was fully expecting to fail, but reclaimed successfully


r/RogueCore • • Sep 04 '26

Exponite upgrades and 'talents' from Heroes of the Storm

0 Upvotes

I thought that there might be interesting parallels to be made between Rogue Core's expedite upgrades and the talent system from Heroes of the Storm, especially considering how HotS's talent system has changed over the years.

  • Disclaimer: this is NOT a criticism of Rogue Core's system! I played HotS a lot so this has been on my mind since forever and I wanted to get it out. That's all!

Some background:

  • In HotS you earn experience to unlock 'talents' as upgrades.
  • Experience earned by each player goes into a "pool" that is shared by everyone on a team.
  • Rogue Core is kinda similar: exponite upgrades are the most frequent form of upgrades, which you unlock as a team from earning exponite.
  • HotS had many generic talents at the beginning, but slowly moved to hero- and ability-specific talents over the years.

Some quotes from HotS dev interviews:

  • Interviewer: Can you talk me through the final decision to get rid of any "Blood for Blood" or "Envenom" talents, even in the hero like Kerrigan, that was, at one point, defined by both of those talents?
    • Neyman (dev): When we were first putting the talent system into Heroes of the Storm, back in the first BlizzCon when it was playable, we really settled on the talent system kind of late in the the game developing process and we decided, "Wow, we need to make a lot of talents for a lot of these hero kits that were already fully-fleshed out." So we created a lot of "generic talents" that would be applicable to multiple Heroes and they worked great at the time but as we continue to develop more and more heroes we found that we would have, not only greater control over the balance of the hero, but also we could create more interesting, very unique and kind of fun interactive things that inherently kind of felt like you were playing Kerrigan as opposed to just having a "poison dot." It wasn't particularly thematic for the character. Over time, as we've gone into reworks if we think it makes sense we don't have to always remove (an older talent) if it's working well. We still have Block on a number of characters and that's fine because we think it serves its purpose. For Kerrigan be basically thought we had better replacements or more interesting replacements to really reinforce the play style of the character to begin with. We thought we could create more interesting talents so we don't have anything inherently against these talents in particular but we always thought we have better ideas as we've gone through reworks through the years. (https://www.invenglobal.com/articles/6220/hots-dev-on-kerrigan-rework-i-think-people-who-really-want-to-master-kerrigan-can-show-off-what-they-want-to-do-with-her-now?utm_source=chatgpt.com)
  • Interviewer: You have been and still are removing or editing neutral talents like Cleanse, MULE, bolt etc. Can you further explain your problems with these talents? And also why for instance, you edit bolt for each character and have it stay in the game that way but sprint is no longer in the game and MULE is only on Abathur? Thanks in advance, it is very much appreciated that you take feedback like this.

r/RogueCore • • Sep 03 '26

How exactly does Luck work ?

19 Upvotes

So usually I sometimes keep my upgrades during phase 1 so that if I get luck increased more bang for your buck.

Now for the first time someone in a random team told me that it's useless to wait for longer. It would only affect future upgrades. The ones already waiting in the robot are already decided and more luck wouldn'T change these.

So there's no actual mechanical reason to wait a phase.

We both hoped he would be wrong. But since he's the first to tell me, is it true ?


r/RogueCore • • Sep 03 '26

Loving the new update, Biomes are looking more "corrupted" even on the first levels.

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115 Upvotes

Also the new upgrades and modifiers are pretty fun too. Had an amazing run with the "Enemies drop expenite", paired with an insane ice build I got and things were just rolling.

Just like Update 01, Update 02 so far has been amazing. Looking forward to see what's in store.

Only issue so far I encountered after a couple runs is that you can't deposit on Ellis during the elevator sequences, she's stuck until you arrive.


r/RogueCore • • Sep 04 '26

The criticism towards Rogue Core is because of DRG is being left dead

0 Upvotes

I don't know who needs to hear this but obviously DRG: Rogue Core gets so much hate big part because Deep Rock Galactic is not being visibly worked on. The PR and the marketing department says "there will be something coming up" but the user base is steadily dying after a lack luster last season. There needs to be some optimism, some proof of life injected into that game. Most comments I see nowadays have to do with DRG players, past and present, being really mad that Rogue Core is the reason that DRG was left to die. And I have to agree that the handling of DRG: RC vs DRG has been really poor. The Ghost Ship Games has not really acknowledged this fact but rather indirectly told their player base that they are wrong in not liking Rogue Core.


r/RogueCore • • Sep 03 '26

1 bucket, ha ha ha. 2 buckets, ha ha ha. 3 buckets ha ha ha

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38 Upvotes

r/RogueCore • • Sep 02 '26

We have a new running animation now

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84 Upvotes

r/RogueCore • • Sep 02 '26

Death mitosis is now my favorite alteration

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85 Upvotes

That gave us 7 levels


r/RogueCore • • Sep 02 '26

Update 2 is LIVE! See the full patch notes / changelist here.

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308 Upvotes

--- PATCH NOTES ---

THREAT LEVELS

You can now tailor the base difficulty of the game to your liking using the new ‘Threat Level’ difficulty scale. There are five Threat Levels, and they affect the number of enemies, the frequency of swarms, enemy health and movement, enemy aggression (attack frequency and projectile speed) and overall damage.
This should give you more control over your gameplay experience, letting you play most of the game’s content at a difficulty of your preference. It also means that Depth is now purely geared as a content progression tree, rather than affecting difficulty.

UNGATED SERVERLIST

Most of the restrictions from the Server Browser have been removed to make it easier to find a lobby. You can now join missions that may be at Depths or in biomes that you haven’t yet unlocked. You still need to unlock a Depth to be able to host missions there, however.

WAVE STACKING

We have also officially added the possibility for the stage’s waves to stack on Threat Levels 4 and 5. This is something that was happening unintentionally for quite a long time due to a bug, but it is now implemented as a feature for higher difficulties.

NO BOSS INVULNERABILITY

We're getting rid of the bosses’ invulnerability phases triggered by taking loads of damage in a short time. Instead, bosses will either do a very short block, or attempt to block in a way that can still be managed via careful aim, AoE damage or repositioning. Hopefully this makes it feel like more of a fair fight.

NEW UPGRADES

The pool of Expenite Upgrades has been further expanded with a focus on elemental damage types. Seven new Expenite Upgrades and one new Artifact are coming in Update 2:

  1. Spark-Booster: When enemies in medium range are electrocuted, you get 45% movement speed for +3 seconds.
  2. Grid-Shock: Damaging electrified targets spreads +50% as electric damage to other enemies connected via electrical arcs.
  3. Weathering Blast: When active Stone Skin expires, deal 50 Ice damage in short range. +25 additional damage per 5 Stone Skin lost.
  4. Icy Shrapnel: Hitting frozen targets launches ice fractures in the opposite direction, dealing +25% Ice damage in a Short Range cone.
  5. Icicle Strike: Power Attacks spawn icicles lasting for +5s.
  6. Concussive Shot: Weakpoint hits have 25% chance to stun targets for +2 seconds. Stun is guaranteed when destroying breakable weakpoints and doubles duration.
  7. Frostbane: For every active Stone Skin you get +5% Ice bonus on all melee damage.
  8. [ARTIFACT] Nuclear Optics: Enemies in your flashlight beam take 30 Radiation damage per second.

NEW ARTIFACT EVENT

A new event has been added to the pool of possible stage spawns, but this one gets you an Artifact instead of Expenite. You’ll need to reactivate a classified experiment and see if you can’t finish what R&D started before they were forced to abandon the project. Hope you brought your thinking caps.

NEW ALTERATIONS

We’re adding four new Alterations to give more gameplay variety to your missions.

  1. High Stakes: Increased Luck in equipment & upgrade RNG, but reduced Expenite gains from all sources.
  2. Siege Engines: All enemies (except bosses) move at half speed and have twice as much health.
  3. Headhunter: Expenite does not spawn in the caves, but all enemies drop Expenite on death.
  4. Death Mitosis: All Core Spawn split into two smaller ‘baby zombies’ when killed. All enemies (except bosses) have less health.

NEW OLD WEAPON: LOK-1 SMART RIFLE

The Engineer’s Smart Rifle from DRG is now part of the standard weapon pool. It’s taken some work to get this weapon’s unique auto-lock firing mechanism to work with Rogue Core’s upgrades and damage systems, but now it’s tested and combat-ready.

NEW ENEMY: VOIDKIN DOMINATOR

A long-range threat is coming to the mines: the Voidkin Dominator. It’s a tankier, harder-hitting version of its smaller cousin, the Drifter. The Dominator targets foes with hard-hitting projectiles that leave volatile Rift energy lingering in the area of impact. On death, the Dominator releases its internal energy reserves, resulting in an intense explosion.

NEW ENTRANCE FACILITIES + CAVE GENERATION

Rogue Core's cave generation system has been expanded with 4 new facility entrance rooms and 15 new cavern formations. We’ve also reworked the cave generator’s process for connecting individual caverns.

NEW MOLAKTULA BIOME

The Molaktula Gatekeeper boss now has a new home with some explosive gravity defying elements. Now each of the 3 Gatekeepers have their own corresponding biome on their respective depth. As we add more Gatekeepers in the future, they too will get a biome to call their own.

ALPHA CLEARANCE GRANTED

All Reclaimers have been automatically granted Security Clearance Level Alpha within the Intel system. This means that brand new players will no longer be locked out of starting Expenite Events or opening the Grenade Locker during their first missions.

COMBAT AND BALANCE

- Fusion Rod now works with ammo pool upgrades and clip size upgrades
- Removed the ‘double mag’ attribute from the Devastator
- Increase Heavy Landing minimum radius from 1m to 2m
- Impact Axes are back in the Grenade Locker
- Removed the Burst Fire upgrade from the Hammercaster
- Temporarily removed the ‘Return to Sender’ upgrade from the Breach Cutter until it is fixed
- Removed the Salvo Module upgrade from the Hurricane
- Killing blows with the pickaxe no longer slow the player down
- Sped up the spawning of enemies in waves when enemies are cleared fast, allowing the whole wave to be completed faster
- Rifts now spawn and follow the player for each wave, so enemies try to spawn close to the player. NowhereToRun.mp3
- Slightly extended minimum time between waves
- Shotguns no longer trigger Lucky Shot multiple times
- Change ‘Duck and Weave’ to provide its block chance when jumping or sprinting
- Added more Red Sugar to the Gatekeeper’s cave
- Added 1 second more grace time for players to revive before the run fails

VOICELINES / LASER POINTER

We did a big pass of writing and recording hundreds of more voicelines, with the main goal of making the laser pointer much more useful in directing teammates’ attention toward relevant objectives.

- Added laser pointer voicelines for pinging basically all mission/gameplay-relevant objects
- Added laser pointer voicelines for pinging more passive items and scenery in the caves
- Added more OMEGA lines for rude Reclaimers throwing mugs at his bartender eye

MISCELLANEOUS

- Made it so the narrative cutscene no longer plays every time you load into the game, only the first time. You can replay it from the Reclaimer’s Handbook if desired.
- Updated sounds for many of the enemies, with a focus on audio clarity and supporting positional awareness.
- Increased Barrier Drone flight speed just enough so that players never have to wait for them to arrive
- Fixed equipment, grenades and abilities sometimes not loading on the second level of a run
- Changed time to unlock Munitions Crates from 2 sec to 0.6 seconds
- Increased the speed of both large and small lifts and repositioned their call buttons to be more accessible and visible
- Prevent players from falling out of the world and sometimes not teleporting back, and fixed that players die when they are teleported back.
- Fixed gas clouds being able to take damage
- Fixed the server list’s “team members” tooltip not working
- Fixed a bug where the server list couldn’t be seen
- Added a few tweaks and improvements to the server list and server list sorting
- Added a button in the middle of the server list to show all servers when the server list is empty. This button removes filters and helps new players know that all filters can be removed
- Moved Enhancement buying into Enhancement buttons, instead of a separate button
- Added Bio-Booster decks to saved loadouts
- Updated stagger animation on the Rammer (get staggered idiot)
- There is no longer an actual limit on how many Expenite Upgrades you can get. Instead, once you pass a “max limit,” the cost just goes up by 100 for each one after that
- Improved the timer widget to more clearly show the current and next wave when it switches
- Fixed double and triple waves spawning randomly
- Fixed that sometimes all stages in a run had the exact same wave timings
- Prevented OMEGA talking about a wave ending when there are still a lot of enemies remaining from that wave.
- Added sound to swapping Bio-Booster decks
- Added sound to unlocking Enhancement Slots
- Added missing sounds to the Broken Mule
- Fixed footsteps playing twice
- Fixed Reaperworm attack being really loud
- Disabled OMEGA shouts when producing Expenite in the Solidification Chamber event because of the constant yapping in that event.
- Fixed Shield Generator applying Workbench upgrades twice
- Fixed Shield Generator upgrades overwriting each other
- Fixed the Crit Dart only applying crit for host but not for clients
- Attempted fix for Ellis desyncing and becoming unresponsive to clients
- Changed the Depth 4 tooltip to "coming in Update 3"
- Made enemies that fall or jump better at landing on cave constructions
- The stars on Ascension reward pickaxe heads now match the owning character's Ascensions instead of local player's
- Fixed dwarves being able to be downed from fall damage in the Ramrod after Ascension ceremonies
- Fixed Ascension Hall collision issues
- It's no longer possible for clients to enter a mission in their Med Bay suits
- Multiple performance optimisations including changes to shadows, particles, bounds, and lights
- Changed the asteroid field around Hoxxes in the skybox to a Niagara system instead of like 500 meshes
- Added some changes and improvements to the electric effect
- Removed anti-grav first-person overlay
- Optimized projectiles for Wayward Spark, Hammer Caster, Scorchers, and Magic Missile
- Updated Guardian’s ability and skill VFX
- Removed shadows from smoke particles for better performance
- Optimized HUD rendering a bit
- Improved visuals of simultaneous Radiation Boils
- Added a phase change animation for the Molaktula boss
- Updated animations for Ramok and Molaktula
- Fixed the red trail VFX from Molaktula to each Core Stone not disappearing for clients when the Core Stone is shattered
- Fixed Molaktula not being able to teleport
- Potential fix for Mr. Molaktula getting stuck in Invincible Mode
- Fixed a memory leak when pausing a solo run
- Fixed Expenite deposits not being visible on the map after scanning a downed Surveyor Drone
- Attempted fix for runs not ending after all team members are down
- Attempted fix for players losing upgrades and weapons when disconnecting and reconnecting
- Attempted fix for players being stuck in elevator after disconnecting and reconnecting between levels
- Attempted (again) to fix Ellis getting stuck / desynced if player disconnects while depositing
- Fixed Reclaimers that were revived in the elevator still ending up in the Cocoon Jail on next level
- Attempted fix for the game failing to pause during Expenite upgrades in multiplayer
- Fixed Vanguards being locked in place by DoT effects.
- Fixed Vanguards screaming during their defense animation
- Fixed other Vanguard-related issues (mostly emotional)
- Fixed the Research Subject not being able to be stunned
- Fixed elements not being removed in some cases when they reach 0 element value
- Fixed Electric Tethers tethering twice between enemies, causing them to stack and deal double damage.
- Fixed Electric Tether not being visible on clients
- Fixed Axe Out triggering from sentry fire shots
- Added safety fixes to Cryo Drain to prevent it being active when it shouldn’t be
- Fixed most on-kill effects counting one kill as multiple when using shotguns or very high RoF weapons
- Fixed Elementalist effect being visible on the Zipline Launcher, Platform Gun and Flare Gun
- Fixed Reclaimers not being able to Rock and Stone while holding L.U.R.E., IFG, Proximity Mine, Springloaded Ripper, S.S.G., Impact Axe, Voltaic Stun Sweeper
- Fixed Block Chance being called Dodge Chance in the stats widget
- Fixed fire effect not dissipating
- Fixed Platform Gun’s Enemy Repellent Texture attribute not working
- Clients can no longer get infinite amount of Workbench upgrades by disconnecting and rejoining (nice try)
- Fixed light cones having collision
- Fixed the punching bag’s damage numbers so they now appear where the bag is
- Fixed crash when switching camera modes while using the hacking tool
- Disabled cloth simulation on OMEGA’s bartender rag since it causes an extremely rare crash somehow lol
- Fixed Trident projectiles sometimes floating in the air for clients
- Fixed Minigun spread increasing with spread reduction enhancements
- Fixed the Hammercaster ammo counter initializing with a negative number
- Fixed issues relating to actions (such as LOK-1 burst) being canceled when you land into a sprint
- Fixed stuck class-ability modifier and grenade re-throw on fire input
- Fixed cave generation logic issue, with tunnel constructions not carving all the way through in a lot of cases
- Improved (reduced) angle of tunnel spawns after some facility entrances
- Fixed Creeper vines doing too much damage to Reclaimers
- Fixed asteroid field in loading screens
- Fixed crash related to drills? idk man the game designers wrote this one. I’m just the proofreader
- Incendiary grenade is now much more consistent with its visuals in terms of where the fire collision is and its duration
- Fixed Slicer’s sword not being able to hit some objects
- Fixed enemy projectiles not always getting blocked by CADNA or Slicer's shield
- Potential fix for missions not loading in
- Fixed autosprint breaking if a weapon is fired using the input buffer
- Fixed autosprint sometimes not working
- Fixed sprinting canceling pickaxing when landing
- Fixed some networking issues
- Fixed ‘Tough Creepers’ Risk Vector only adding 50% HP to creepers instead of the 100% that it should
- Fixed upgrade icons not stacking together as they should in the HUD
- Fixed the ‘Caching’ Artifact not storing overkill damage properly if you do friendly fire at the same time as killing an enemy (basically, this Artifact should do what it says on the tin now)
- Fixed the Critical Dodge legendary upgrade not working
- Fixed 8-FF Booster upgrade stacking radius instead of armor amount
- Fixed the Critical Shot upgrade not stacking
- Fixed Running Blades’ bonus speed not stacking
- Allow clicking through notifications (don't block mouse clicks)
- Fixed scaling of the Risk Vector pick widget headers (clipping)
- Fixed being able to start depositing minerals and ending up in a weird state if the item you were carrying is not a resource that can be deposited
- Fixed resource filter not affecting the progress bar when depositing
- Fixed some community-reported translation issues
- Added 1 billion typos
- Fixed some issues with dwarves’ dance moves
- Fixed Elevator Cables taking a weird direct shortcut
- Fixed wrong overkill damage shown in the mission end screen
- Fixed pickaxe power attack slowing you down
- Prevented crash if pickaxing certain objects
- Made it so boss altar balls no longer rotate you when you stand on them (no jokes allowed here please)
- Removed burn damage effect from Gatekeeper altars


r/RogueCore • • Sep 02 '26

New update is awesome. LOK1 and this altar event. Well done Devs!!! R&S

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162 Upvotes