Welcome Rogues to the first patch of 2023, a long overdue update that brings about a ton of changes that will fuel the Eternal Conflict between rogues for this year! In this patch we have a healthy amount of fixed issues, a wide range of Pre-Season Balance changes, new(ish) queues, some QoL and an Event Pass!
Eternal Conflict Event Pass
The forces of Good and Evil duke it out in the 35 level event pass! Filled with cosmetics both infernal and angelic alike, kicking off Demon Days Dima and arriving to an apocalyptic conclusion with Archangel Juke! Additionally, there are 5 prestige levels that introduce this year’s exclusive skins packaged with the Event Pass Supply Drop.
Demon Days Dima Legendary Outfit
Rainy Daze Epic Rocket Pack
1 Hour Account Boost
20% Event Pass Experience Boost
Event Pass Elite Bundle (3000 Rogue Bucks)
+30 Event Pass Levels
Demon Days Dima Legendary Outfit
Rainy Daze Epic Rocket Pack
1 Hour Account Boost
20% Event Pass Experience Boost
Event Pass Rewards
General Rewards
1000 Reputation
700 Rogue Bucks
2x 1 Hour Account Boost
1x 45 Minute Account Boost
Cosmetics
Demon Days Dima Legendary Outfit
Rainy Daze Epic Rocket Pack
Hairball Rare Spray
Downpour Epic Wrap for Primary, Secondary and Melee
Gate To Paradise Rare Border
Dumpster Fire 2.0 Rare Spray
Lil' Devil Epic Title
Flower Offering Rare Emote
Kiss It Rare Emote
Wicked Glimpse Rare Outfit
Winged Warrior Legendary Banner
Sinners and Saints Legendary Animated Avatar
Lil' Angel Legendary Title
Archangel Juke Legendary Outfit
Raisin' Hell Legendary Title
4x Reward Supply Drops
4x Event Pass Supply Drops
Pre-Season Ranked
Welcome to the Pre-Season of 2023! What does that mean exactly? Well, we have a lot of work to do for the new direction of our balancing and identity of our rogues. This comes with big reinvigorating changes(holistic/targeted and buffs/nerfs) that we want to frontload the year with and we want players to have some time to breathe and adapt to them before we open the doors to this year’s Ranked Season in 3.2(which will see some changes, stay tuned). We are looking forward to hearing your feedback and we’ll see you out in the field!Additionally Glacier has been added to Ranked Strikeout! Enjoy!
Game Modes
Wingman QuickplayIn this update, we are introducing a Wingman Quickplay queue that we will rotate with the current Quickplay each week. We intend on introducing more and better Quickplay queues to give our players a better variety of game modes each update. So for now, get a duo buddy and get out there!CustomsSabotage is being brought back into the workshop so it can get a proper fix on some issues and solve some design complications in it’s state of play. It’ll take a bit so hang in there for its return!For the time being the following Game Modes have been added to Customs:
Wingman
Battle Zone
Quality of Life
Lobby Music RandomizerWhat was your favorite seasonal music track of Rogue Company? Was it Season 3? 4? Well, in this update you can enjoy them all! In our initial pass, the lobby music will rotate each time you login, we hope you enjoy the music. In later updates we’ll look to potentially give you more control over this! Map Audio Clean Up Thanks to the combined efforts of the community and our Audio team, we have cleaned up the audio on Icarus and Vice! Let us know if you experience any audio issues on those or any other maps! Recordings or screenshots of the locations helps us best!
Balance
Rogues
Speed and Toughness - When we introduced speed and toughness, our intention was to create variance between rogues in active combat. In hindsight, we didn’t do enough to properly support this as it became an esoteric stat that made combat interactions difficult to maintain mentally. Additionally, with the existence of other perks that affect those same stats, it created another layer of complexity that further confused and frustrated our players. There was also some functional complications with how they functioned. As such we currently feel we can accomplish stronger rogue identity through other solutions(which you will see below). Therefore:
Speed and Toughness has been removed from all Rogues.
Base Regeneration has been adjustedIn the current setting it is difficult to work around the base regen for balance purposes. For now, we are wanting to experiment with reducing the out-of-combat activation time in order to reign in the effectiveness of Bounce Back and also have more risk/reward in evasive duels and pushes. We intend to keep a very close eye on how these changes shake out in the bigger, longer term picture.
Regeneration Activation time increased from 5s -> 6s
Anvil - Anvil’s identity is to be a fortress. To be able to lock down an area, hold it and endure punishment. Currently in Live, he was more of an unstoppable offensive juggernaut that can chain multikills and sustain his offensive output with Berserker, Replenish and Lifedrain. This goes against his identity, therefore we are making the following adjustments:
Rare Berserker Replaced with Rare Shredder Rounds
Epic Lifedrain Replaced with Epic Bounceback
Epic Replenish Replaced with Epic Recharge
DimaYou’d think our explosives expert/madman would know how to handle himself around explosives! Destroying things is his forte after all. A small adjustment for now but will revisit him in a later update.
Epic Bounce Back Removed and Replaced with Epic Energized(downgraded from Legendary)
Legendary Tenacity Added
Gl1tch - Gl1tch has strong global presence with their ability and, with it, they should have the identity of a tricky disabler, relying on pinging enemies and disabling their devices/abilities. We are shuffling up their loadout to reflect this identity.
New Perk Loadout
Rare Nimble Hands
Rare Tracker Rounds Replaced with Rare Evade
Rare Energized Replaced with Rare Armor
Epic Padded Steps
Epic Tenacity Replaced with Epic Bounce Back
Epic Armor Replaced with Epic Stalker
Legendary Bounce Back Replaced with Legendary Tracker
Legendary Gunsmith Replaced With Legendary Gadgeteer
Juke - Our inventor scientist is getting an identity adjustment in her perk loadout to better encapsulate her strengthening whatever equipment she takes to the field. Additionally, her dash is getting an adjustment on her recharge rate, distance and speed as she is proven difficult to track and dashing too often(making her hard to deal with). Also, in theory, this could potentially address some of the hitbox issues.
New Perk Loadout
Rare Nimble Hands
Rare Gunsmith
Rare Life Drain Replaced with Rare Armor
Epic Stalker
Epic Gadgeteer Replaced with Epic Shredder Rounds
Epic Bounce Back Replaced with Epic Blaster
Legendary Bullet Proof Replaced with Legendary Gadgeteer
Legendary Energize
Juke Boots
Recharge Rate Increased from 3s -> 4s
Distance and Speed Multiplier Reduced from 30% -> 20%
Lancer - With the removal of the Speed trait, our nimble freerunning glass cannon needs to have a perk loadout emphasizing speed. We are excited to see how a Legendary Evade(20% move speed!) will benefit her mobility in combat. For her ability we are slightly buffing the movement speed on her ability. We may increase it later. Lastly and most notably, her passive is getting some additional rules so that it only works with weapons that are defined as “mag-fed.” Her default weapons are counted in this, but look to the weapon descriptions to learn which others she’ll be able to use her passive with.
New Perk Loadout
Rare Gadgeteer
Rare Shredder Rounds
Rare Stalker Replaced With Rare Bounce Back
Epic Life Drain
Epic Energized
Epic Padded Steps
Legendary Gunsmith replaced with Legendary Stalker
Legendary Life Drain Replaced with Legendary Evade
Passive Update!
Dodge-rolling will only reload “mag-fed” weapons. This includes the Striker 8x10, all SMGs, Assault Rifles, DMRs(excluding the Devotion, and sidearms(excluding the LW6 Revolver).
Quick and Quiet
Movement Speed Buff Increased from 10% -> 12.5%
Ronin - The underground street racer should get another mobility option in her kit. Additionally we are adjusting the range on her Ballistic Knife. She’ll get a formal pass at a later date.
Rare Tenacity Replaced with Rare Evade
Ballistic Knife
Direct Hit Blast Radius Reduced from 3m -> 2m
Direct Hit Minimum Damage Increased from 70 -> 90
Blast Radius When Planted Reduced from 3.5m -> 3m
Saint - We are going to dial in on Saint’s identity as the true combat medic of not only being able to revive players from a distance but also the ability to locally heal his team. This also gives us the ability to have a fully support-oriented character.
C4 Replaced with Regeneration Field
Replaced Epic Crackshot with Epic Nimble Hands
Fixer - Fixer’s headshot lethality is beyond the point of overkill between his Ability, Passive and Legendary Crackshot. We are replacing that with one that fits his cold and efficient style for now. We will revisit him in the future.
Legendary Crackshot Replaced with Legendary Stalker
Rare Stalker Replaced with Rare Nimble Hands
Tomahawk Replaced with Combat KnifeSuch a brutal weapon doesn’t quite fit such a finesse’d assassin.
Perks Outside of some general adjustments, there are some perks that currently are undercosted to the point of not impacting player choice in the economy. Additionally, due to the removal of Speed and Toughness, we are adjusting the cost of related perks. Essentially, the shop economy is going to experience some inflation. We’ll keep a close eye on this and are looking forward to your feedback.
ArmorThis is in reaction to the global loss of Toughness and the increased effectiveness of Shredder Rounds.
Rare Armor Cost Reduced from $8000 -> $7500
Epic Armor Cost Reduced from $12000 -> $10000
Legendary Armor Cost Reduced from $16000 -> $14000
Bounce BackIt appears that the Bounce Back family had an unlisted extra benefit of increasing the player’s Heal Per Second by a significant amount(a 30% buff). Bounce Back is potent enough as is with reducing the Regen Delay Time, so we will remove this and see how it goes.
The Additional HPS has been removed from all tiers of Bounce Back
BerserkerBeing able to reload while sprinting is incredibly valuable! Let’s reflect that value properly.
Rare Berserker Cost Increased from $3000 -> $5000
EvadeUpped in value due to the removal of Speed on Rogues. We may adjust these later.
Rare Evade Cost Increased from $1500 -> $4500
Epic Evade Cost Increased from $3000 -> $6000
Legendary Evade Cost Increase from $5000 -> $9500
GunsmithGetting a downward adjustment on this perk’s potency. Increasing Mag Size AND Fall Off Ranges is very impactful to a weapon’s performance.
Each tier of Gunsmith have its benefits reduced by 10%, now 10%/20%/30%
Life DrainSlight adjustment to heal a full block of HP to give the rare a bit more value on its cost.
Rare Life Drain heal amount increased from 20 -> 25
Nimble HandsNimble Hands is rather slept on for something cheaper than similar weapon upgrades that can cost $5k, so it’s getting a bump.
Rare Nimble Hands Cost Increased from $1500 -> $3500
Epic Nimble Hands Cost Increased from $2500 -> $4500
Legendary Nimble Hands Cost Increased from $4000 -> $7000
Padded Steps
Cost Reduced from $10000 -> $9000
Quick HandsSimilar ruling as Nimble Hands.
Epic Quick Hands Cost Increased from $5000 -> $7500
Stalker
Rare Stalker Cost Increased from $2000 -> $4000
Epic Stalker Cost Increased from $4000 -> $6000
Legendary Stalker Cost Increased from $6500 -> $8000
Weapons Pistols Pistols are in an interesting place, a few of them are capable of being run as a budget primary(Maybe a bit too well too cheaply, but we’ll save that for a future update). We are taking a look at a couple that are standing out a bit too effectively or are too weak identity-wise.
Executioner - We will push the Executioner to be slightly more punchier with a minor tradeoff in the “near perfect” accuracy and mag size that it currently has so that it can better encapsulate being our heavy pistol.
Headshot Damage Increased from 42 -> 45
Bodyshot Damage Increase from 30 -> 32
Base ADS Accuracy Reduced from 0.1 -> 0.07
Base Mag Size Reduced from 12 -> 8
Lv1 Upgrade Increases Mag Size from 8 ->12
Total Ammo Rebalanced to fit our 5 Mag rule(40/60)
Spitfire - Getting a range and damage falloff adjustment to experiment a different SMG community-requested direction on this SMG. Why the spitfire? It’s actually a high performing SMG that some people run instead of the normal SMGs. Statwise it was very similar to the original LMPX and HRM24s, just with a smaller mag size and falloff ranges. Give it a spin and let us know what you think.
Fall Off Ranges Reduced from 9m/18m -> 7m/14m
Fall Off Damage At Second Threshold Reduced from 55% -> 25%
L1 Upgrade loses Range Upgrade in Exchange for Reducing Reload Time from 1.6 -> 1.2
Crouch and Jump Accuracy Mods Have Been Removed
Warrant - This pistol should be our reliable generalist sidearm that should be a decent introduction into the weapon type. We are adjusting its over performing damage output to bring it into that range.
Headshot Damage Reduced from 32 -> 28
Bodyshot Damage Reduced from 22 -> 20
Base ADS Accuracy Reduced from 0.1 -> 0.09
Assault Rifles
HRM-30KSThe HRM-30KS has edged out the be a general powerhouse with near perfect accuracy, negligible bloom and incredibly high headshot damage that wasn’t properly offset by fire rate, ammo or recoil. As such we are taking this opportunity to apply the identity that we are wanting Assault Rifles to have. This would involve bringing down their close range effectiveness via recoil/kick and slightly impacting the overall mobility of the weapon class so that it doesn’t trample over the effectiveness of our SMGs. Essentially some of these changes are reverting a buff or two and introducing some identity adjustments.
Headshot Damage Reduced from 42 -> 38
Reduced Fire Rate from 6.33 -> 5.88
Accuracy Changes
Hipfire Accuracy Reduced from 0.885 -> 0.86
ADS Accuracy Mod Increased from 0.115 -> 0.13
Move Acc Penalty Introduced from 0 -> 0.02
Accuracy Loss Per Shot Increased 0.0175 -> 0.019
Max Accuracy Loss Increased from 0.048 -> 0.06
Base Recoil increased
Lv2 Mag Size Upgrade reduced from 30 -> 25
Lv3 Recoil Upgrade Adjusted to still be an improvement from the Base recoil
Sahara
Fixed inconsistent fire rates across levels. All levels now appropriately have a Fire Rate of 7.04
SMGs In this update we are bringing the rest of the SMGs into the fold of the core identity, these changes will reflect that, along with other adjustments for individual SMGs to stand them out better from each other. Additionally, after further testing and community-feedback we are making slight adjustments to our identity criteria for SMGs to put them in a more comfortable place. This involved not so aggressively impacting bloom. We will continue to test and iterate these changes, and continue to give us feedback. Some of these now have very interesting identities and playstyles so experiment and have fun!
Global Changes
All SMGs received updated descriptions to better match their unique identities.
All SMGs received a 3rd Damage Fall Off Threshold with Damage Fall offs with damage reduced down to 30-45%.
D40CA High-capacity mag-fed SMG that is a jack of all trades, master of none.
Hipfire Accuracy Increased
Bloom recovery speed Increased
Max Accuracy Loss Reduced from 0.065 -> 0.06
Damage Fall Off First Threshold Increased 0.82 -> 0.9
LMP-XA mag-fed controllable SMG with a built-in suppressor. This one is to be our SMGAR hybrid(the Nightshade will inversely be our ARSMG).
Base Hipfire Accuracy Slightly Increased
ADS Accuracy Mod Increased
KnightA mag-fed apex headhunter SMG.
Base Hipfire Accuracy IncreasedTightening up the Base Accuracy to help strengthen the upper centermass focus.
Base ADS Accuracy IncreasedSame with ADSing for better precision and first shot hits for more consistent headshots within intended ranges.
Accuracy Loss Per Shot reduced from 0.015 -> 0.01
Max Accuracy Loss adjusted from 0.045 -> 0.07
SL-CA mag-fed reliable, stable, fast-firing close/close-mid range SMG.
Headshot Damage Reduced from 18 -> 17
Damage Fall Off for First Threshold Increased from 0.75 -> 0.9
Damage Ranges have been reduced from 12.5m/21.5m -> 7.5m/16m
Base Accuracy Jump Penalty Reduced from -0.09 -> -0.04
Crouching Accuracy Mod has been removed
Base Hipfire Accuracy Reduced 0.915 -> 0.89
Base ADS Accuracy Mod Reduced 0.07 -> 0.04
HRM24sA mag-fed lightweight SMG, favored by the most agile.
Headshot Damage Reduced from 21 -> 20
Damage Fall Off for First Threshold Increased from 0.75 -> 0.85
Damage Ranges have been reduced from 12m/23m -> 8.5m/16m
Base Accuracy Jump Penalty Reduced from -0.09 -> -0.02
Crouching Accuracy Mod has been removed
Base Hipfire Accuracy Reduced from 0.92 -> 0.9
Base ADS Accuracy Mod Reduced from 0.07 -> 0.04
Lv3 Magazine Upgrade Reduced from 40 -> 36
ObjectionThe hornet’s nest of an SMG, pure hipfire.We are slightly averaging out the damage and buffing the first threshold of the falloff for the Objection as we want to attempt to make this a danger-close(under 10m) pure hipfire SMG that can utterly shred, one that runs polar opposite of the LMP-X and the Ibex.
Headshot Damage Reduced from 16 -> 14
Bodyshot Damage Increased from 11 -> 13
Base Magazine Size Reduced from 40 -> 30
Adjusted Ammo Reserve from 4(160) Mags -> 5(150) Mags
Damage Fall Off for First Threshold Increased from 0.75 -> 0.9
Damage Ranges have been adjusted from 9m/20m -> 10m/15m
Base Hipfire Accuracy Reduced from 0.94 -> 0.9
Crouch/ADS Accuracy Mod has been removed
Base Reload Time Reduced from 1.35 -> 1.25
IbexA mag-fed surgical burst-fire SMG. The mamba of SMGs.Burst weapons interact with our system differently as each bullet influences accuracy and burstfire which tend to spike bloom and recoil. This SMG will have much faster bloom recovery than the others and a reduced recoil to compensate. Additionally, we are lowering the number of bullets fired per burst but slightly increasing the damage to offset the loss. This’ll be the most precise SMG so we are keeping a close eye on it for balance in a future patch.
Headshot Damage Per Bullet Increased from 13 -> 15
Bodyshot Damage Per Bullet Increased from 10 -> 12
Reduced Burst from 5 -> 4
Reduced Fire Rate from 4.17 -> 3.7
Base Mag Size Reduced from 30 -> 28
Base Accuracy Increased from 0.915 -> 0.91
Crouch Accuracy Mod has been removed
Base ADS Accuracy Mod Reduced from 0.1 -> 0.05
Jump Accuracy Mod Reduced from -0.09 -> -0.05
Max Accuracy Loss Increased from 0.04 -> 0.09
Accuracy Return Rate greatly increased
Recoil Reduced
Gadgets
APS
Increased Base Health from 20 -> 40
Level 1 Upgrade now appropriately intercepts an additional projectile
Level 1 and 2 Upgrade now has Health Increased from 35 -> 60
Battle Zone We are removing the exploit of purchasing a cheap gadget and swapping to a more expensive gadget to resell.
All Gadget Prices have been normalized to $5000 with $2000 upgrade.
Fixed Issues
Potential fix implemented for when players are unable to shoot or use abilities for an entire match
Fixed an issue in Battle Zone where players could refund more expensive gadgets for additional cash.
Fixed an issue where Juke’s turret was dealing damage to friendly players
Fixed a description on a daily contract for Juke which stated to deal 5 damage with her turret (it should be 250)
Fixed an issue where the Katana’s fourth Milestone was not showing in game
Fixed an issue where Ranked Rewards were not unlocking immediately after completing the requirements
Fixed an issue with the Conviction LMG third Milestone unlocking
Jukes turret can now be destroyed by Gadgets and Abilities as intended
Updated the Future Tech Dallas icon to look more like the actual skin
Daily Contracts should now be using the correct icons
Fixed a Contract Description which said Get (0) Assists (it should be 50)
Fixed an issue with the Gone Rogue award that was indicating the wrong season
Fixed an area on Favelas where players could go out of bounds
Fixed collision that would prevent players from standing up near walls/cover a selection of maps
Fixed an issue where Evade would only trigger once per life
Fixed bad lighting on a few maps
Fixed an issue where Talon could grab the Demolition Bomb through walls
Fixed an issue where Cannon where his Minigun could shoot through cover while crouched
Known Issues
Archangel Juke’s wings fail to animate during consecutive dashes
Incorrect Description on Wicked Glimpse Outfit
Incorrect Name on the Grime Reactive Melee Wrap
If the Regeneration Field gadget is destroyed early, the visual effects will still persist for the full duration
When purchasing Event Pass tiers the incorrect level and reward may be shown. This is a visual bug and the correct tier and item will be available by existing the Event Pass.
The Walking Dead Hotfix Notes
Rogues,
We have deployed a fix for the following issues:
Hits will now register on players using the Dollface Dahlia outfit.
Fixed an issue that prevented players on Epic Games from being able to see the Dollface Dahlia Pack in the in-game shop.
Fixed an issue with The Walking Dead Rick Bundle weapon wrap utilizing the incorrect sound effect.
The Walking Dead Update Notes
Check for bites and watch out for the jump scares in our 2.8 update, The Walking Dead, a patch infested with terrifying content and looming dangers for our rogues. In the face of fear, players will get to enjoy our The Walking Dead Cross Over cosmetics, a new narrative event and more!
The Walking Dead Bundles
When the end is here and the dead walk, you must survive! But at what cost? Rogue Company and Skybound Entertainment team up to bring you a cross over so good, so dangerous that even the dead will walk! Hop into this update to scavenge up these amazing cosmetics that range from avatars to mythic weapons all themed after The Walking Dead comic book series! All of these can be acquired via bundles in the in-game store for direct purchase or via The Walking Dead Supply Drop!
Bad Actors Narrative Event
Trench returns a changed man from his horrific accident. His warmth turned cold in the pursuit of the traitor who nearly brought him down. There is a connection between what happened to him and with the AI from Meltdown. Paranoia and stress mounts amongst the rogues. Learn more about how his change impacts those around him and also take some time to earn the rewards tied to the event!
New Feature - Weekly Contracts
We’ve heard our core players about some lacking elements in our engagement and more opportunities for Rep and/or rewards. In this update, we’d like to introduce Weekly Contracts. With this feature, players will be given a set of 5 challenging Contracts every Tuesday. Each contract will award the player with an amount of reputation for completing them and, if they complete all 5 within the week, they will receive a Reward Supply Drop as well. Remember, you have before the next Tuesday to complete all 5, so get out there and have fun! We hope that this feature will challenge our players and give them more goals to work towards. Let us know what you think of this feature and it’s challenges.
Game Changes
Quick Play Queue Refined
Quick Play is quickly becoming a popular queue with our playerbase. Learning this, we are refining our Quick Play queue to be everchanging throughout the 2.8 patch. Every Tuesday, our Quick Play queue will have some mixture of 4 of the following game modes:
Battle Zone
4v4 Team Death Match
King of The Hill
Dodgeball
Extraction
Strikeout 2.0
Canals Back in Development
Similar to Depot, we are bringing Canals back in house to see if we can give it some major gameplay improvements to work better for all of our game modes. Please look forward to its future release!
The Fixer Rework
Thermal Vision: In addition to seeing thermal signatures of his enemies, Fixer now has “White-Hot” precision zones from the chest-high all the way up to the top of his enemies' heads. Hitting the White-Hot precision zones awards bonus damage while the ability lasts.
Fixer’s passive has been reworked to Full Metal Jacket: Fixer’s Firearm damage now ignores enemy armor.
Our two goals with this rework were to:
Give Fixer a more clearly defined role or “niche”
Give Thermal Vision an upside that allows you to benefit from it, even if your smoke grenade is on cooldown.
The combination of bonus damage for precision hits and ignoring enemy armor turns The Fixer into a solid counter-pick against heavily armored targets. With the introduction of perk rarity, we saw an increase in both the magnitude and availability of armor, as well as the need for a natural armor predator. While shredder rounds helps provide some counterplay, we think there’s room for anti-armor to be a part of a Rogue kit. Fixer’s current passive wasn’t fun to play with or against & he was a perfect candidate for the niche given his backstory of a lethal, high-precision hitman. We also weren’t happy with how Thermal Vision felt to use without a cluster smoke available, which was happening a lot more often with the introduction of the Gadget Cooldown system. Using Thermal Vision without a smoke grenade in front of you felt almost useless, so we wanted to add something impactful and thematic. Bonus damage for precision hits felt like it hit the mark for who Fixer is, as well as making his traditionally difficult to master weapon arsenal more appealing.
Chaac Passive Quality of Life Improvement Rolls Around
For Chaac, his passive was meant to give him incredible survivability while down, anything to help give him the time he needs to either self revive or be revived. For the longest time, there was friction point in his passive where, while being revived, he could not dodge roll, this often felt worse when a revive came his way unprompted(drones and Dahlia). In this update, we have come back around and smoothed this out so that he can now use the dodge-roll-while-down part of his passive while being revived. Happy rolling Chaac Mains!
Battle Zone Shop Update
With Battle Zone becoming more of a staple in our Quick Play queue, we want to get under its hood and figure out if we can further improve and enhance the gameplay experience with a new shop experiment. We’ve change the shop in a way that we hope gives the player more agency and customization over their shop decisions as they deal with an ever-changing match. Players will have access to a wider range of perks, ones that can be further invested into to make them even stronger. Additionally, if you’re the type to not give into chance, you can purchase a select few weapons and come into the zone more confident with your loadout. Take this new shop for a spin in Battle Zone and give us your feedback!
Balance Changes
With our 2.7 mid-patch balance updates, we are going to continue to gather data and observe the new patch. Look forward to the 2.8 mid-patch balance updates.
Known Issues
Purchase completion screen fails to appear on purchasing any of the TWD bundles from store.
The Walking Dead Pistol Mythic skins have audio misconfigured, will be adjusted in the next hotfix.
In Lobby, shadows may appear darker than intended.
The Weekly Contract of ‘Earn Downs in 3 matches with a Primary, Secondary, a Gadget and Ability ’ Fails to get tracked on using Molotov with Scorch.
Bug Fixes
Fixed a major issue where surrendering would cause the match to crash.
Fixed an issue in Battle Zone where perks would rearrange after purchasing one.
Fixed an issue where players were unable to party up for Ranked.
Fixed an issue where the audio for the Ibex lacked attenuation ranges.
Fixed an animation issue where, when using quick melee as Scorch while crouched, you were forced to standing.
Fixed an issue where Kestrel, while ADS, was unable to activate her ability.
Fixed an animation issue for our female rogues while they ADS with the SLC Mixtape.
Addressed more locations that Juke could exploit unfavorably on some maps.
Addressed an edge case where, if you were downed immediately after trying to place a deployable gadget, the gadget would not get deployed.
Cleaned up collision on a select few maps.
Fixed an old issue where, if you spammed Chaac’s gun while firing your gun, you’d would get into a broken state.
Formal Affair Update Notes
Come high class in the Formal Affair update. This ritzy update comes with an array of rich content in the Party Crashers Battle Pass. Additionally, we serve up to our VIPs (you!) some quality of life improvements to features like Draft Pick(Ranked & Customs), Weapon Mastery and a minor layout update to Glacier!
PARTY CRASHERS BATTLE PASS
Our Rogues infiltrate a high society party in a familiar place as Party Crashers to gather intel on potential new leads against Jackal. In this battle pass, Rogues come glitzed out in high fashion(some outfits you may have seen before in an update show long ago) with cosmetics for Lancer, Ronin, Juke, and Trench. Lastly, this wouldn't be a party if you didn't come with your trusty +1, the Mythic SLC Mixtape weapon skin!
Battle Pass Base Bundle (1000 Rogue Bucks)
Lethal Luxury Ronin Epic Outfit
Purple Prose Rare Wingsuit
1 Hour Account Boost
20% Battle Pass Experience Boost
Battle Pass Elite Bundle (2000 Rogue Bucks)
+15 Battle Pass Levels
Lethal Luxury Ronin Epic Outfit
Purple Prose Rare Wingsuit
1 Hour Account Boost
20% Battle Pass Experience Boost
BATTLE PASS REWARDS
General Rewards
3x Reward Supply Drops
3x 30 Minute Account Boosts
3x 45 Minute Account Boosts
3x 1 Hour Account Boosts
1000 Rogue Bucks
Cosmetics
Fatal Arrangement Rare Spray
Seated for Excellence Rare Emote
The Plus One Epic Melee Wrap
Golden Sands Rare Wingsuit
Fiery Steed Rare Avatar
Treacherous Seas Rare Border
Risqué Prance Rare Emote
The Plus One Epic Primary Wrap
Belle of the Ball Epic Title
Nightfall Trench Rare Outfit
A Night Out Rare Banner
Reptilian Rare Wingsuit
Shake it up Epic Emote
The Plus One Epic Secondary Wrap
Cow Company Rare Avatar
Golden Rose Rare Border
Fashion Statement
Killer Threads Epic Title
Fashion Statement Legendary Melee Wrap
Hang Loose Rare Spray
Scaducci Juke Rare Outfit
High Roller Rare Border
Ballistic Ball Epic Banner
Fashion Statement Legendary Primary Wrap
Silk Flight Epic Hoverboard
Campfire Connoisseur Legendary Emote
Mixtape SL-C Mythic Wrap
Nine Lives Epic Avatar
Golden Shot Epic Banner
Singularity Epic Wingsuit Wrap
21 Carat Legendary Avatar
Life of the Party Legendary Title
Heist Lancer Legendary Outfit
NEW RANKED SEASON
The first new season of the new year begins today, granting last season's rewards and unlocking new ones to earn!
Year 2 Season 4 Ranked Rewards
The following rewards will be distributed based upon eligibility:
Played 30 Ranked Games: Beautiful View Epic Banner
Achieved Rogue Tier: Intervention Epic Banner
FORMAL AFFAIR LTM SCHEDULE
Week 1: Skirmish TDM
Week 2: 4v4 KOTH
Week 3: Extraction
Week 4: Battle Zone
Week 5: Wingman
Week 6: Skirmish Dodgeball
GAME UPDATES
Glacier
Glacier has received an update to help speed up rotations and minimize the vertical stacking of major combat spaces.
The stairs to the bottom of the map have been closed off. Now only provides a linear pathway to each side of the map.
New pathways have been added through the middle of the ship.
Draft Pick Improvements
Based on Player feedback, we're adjusting the allocation of picks in our ranked draft modes, as having first ban and the first two picks was too strong. As a result, the draft will now flow in a more familiar format:
Team A Bans 1 Rouge
Team B Bans 1 Rogue
Team A Picks 1 Rogue
Team B Picks 2 Rogues
Team A Picks 2 Rogues
Team B Picks 2 Rogues
Team A Picks 1 Rogue
Weapon Mastery Expanded
We've had challenges and unlocks for our secondaries and melee's since the initial release of the weapon mastery system, everything but the ultimate reward of unlocking the weapons to be used on other Rogues. It's time. Now fully mastered melee weapons and pistols can be swapped between rogues. We have also retrofitted a bunch of our newer melee weapons onto characters that we think are good fits for them, making them a bit more accessible to be mastered for those who may not own all of the newer rogues. See under Game Balance for more details on these changes.
GAME BALANCE
Rogues
Scorch
With the introduction of the Volatile and Energized increasing both the potency and frequency of Overheat, we think a slight cooldown nerf is in order.
Increased Overheat's cooldown from 45 to 60 seconds.
Trench
Base melee weapon changed to the Claymore.
Dallas
Base melee weapon changed to the Combat Knife.
Lancer
Smoke Grenade changed to Pop Smoke grenade.
Base melee weapon changed to the Katana.
Dima
Base Melee weapon changed to the Baseball Bat.
Anvil
A while ago, we changed Anvil's ability, Barricade, so that he could deploy two barricades simultaneously. We also wanted the ability to store two charges since that's how other multi-charge deployables function. Unfortunately, we could not make this change because of the "Break Glass" functionality of the Barricade. However, we think it's more worthwhile to be able to store two charges of Barricade, so we have removed the "Break Glass" functionality from the ability. You can still break the glass if you want to by shooting the small yellow canisters inside the shield. We believe this is a net buff to Barricade, so we are raising the cooldown slightly to compensate.
Removed the ability to break the glass by pressing the ability button again. Instead, you can now only break the glass by shooting the yellow canister.
Ability Cooldown is now 40 seconds (max 2 charges).
Ability can now store two charges, similar to Trench's Barbed Wire and Vy's Poison.
Base melee weapon changed to the Sledgehammer.
Dahlia
Base melee weapon changed to the Combat Knife.
The cooldown for reviving your linked target was recharging too fast and show now be recharging at the proper rate of 60 seconds.
Fixer
Base melee weapon changed to the Throwing Axe.
Runway
Base melee weapon changed to the Khukri.
Gadgets
Targeting Through Smoke
We are addressing an unintended exploit brought about by the complexities of our VFX within Unreal Engine.
Can no longer use gadget AoE targeter to see player outlines through smoke.
Perks
Gadgeteer
We wanted to err on the side of caution with the initial release of the gadgeteer perk, lest the perk be too strong and send us back to more gadget-heavy gameplay. Unfortunately, the perk has proven to be ineffective for the cost, so we are increasing its effectiveness and increasing the price of each tier slightly.
Now provides 10%/20%/30% cooldown reduction at Rare/Epic/Legendary.
Cost increased to $6000/$9000/$12000
Weapons
LR15 & Tyr
We have reintroduced Flinch to our snipers. Flinch makes your crosshair bounce to simulate your character "flinching" as they take damage from other sources. The goal here is to make snipers easier to punish when they're fighting within the effective range of AR's & SMG's.
Now have Flinch.
Game Modes
King of the Hill (KOTH)
KOTH is now multiple rounds.
BUG FIXES
Fixed an issue where players see a "Network Disconnected" after selecting a Rogue.
Fixed Dahlia's "Danger Close" cooldown partially resetting after linking with a teammate.
Fixed an issue that, when reclaiming a C4, players would drop an additional C4.
Fixed an issue where Gadget cooldowns would get reset when purchasing an upgrade.
Fixed Spending-based Contracts.
Fixed Audio issues in many locations across our maps.
Properly adjusted Juke's Rogue Role for data and contract purposes.
Gl1tch hack now appropriately affects gadgets that are "in-hand."
Fixed an issue where our Volume sliders were not completely correct.
Fixed an issue where respawning players would sometimes not be able to access the shop in - King Of The Hill.
Juke's Turret hit register was not playing the appropriate hit SFX against armored targets.
Fixed several exploit locations that Juke could access.
Fixed the MLX Mark 4 mythic VFX when respawning.
Fixed an issue where Umbra, while using spider, could get into an unintended state if hit by a reflector gadget.
Reflector Gadget kills should count properly when players knock enemies off the map.
KNOWN ISSUES
There is a potential issue of the camera resting higher than intended when you crouch+ADS.
Minor visual jittering of your primary weapon when you ADS after a dodge roll.
Revelation Update Notes
Get entrenched in the 2.6 update, Revelation! In this update, a key member of Rogue Company gets caught in Jackal's crosshairs during the Fallen Heroes Narrative Event! Additionally, this update brings a core update to our gameplay experience, and we see a return of some older modes (with updates!).
FALLEN HEROES
The conflict between Rogue Company and Jackal rages on as both organizations trade blows in sorties all around the globe. Jackal aims to strike at the heart of Rogue Company by coordinating an assassination against a long-time pillar of Rogue Company, Trench. This event brings about objectives keyed towards taking out certain rogue types in exchange for revealing the ongoing lore and some great cosmetics, one of which being a new outfit for Trench! Speaking of Trench...
ROGUE VISUAL UPDATE: TRENCH
As the world of Rogue Company changes, so has one of our oldest Rogues. Forever changed by the ongoing fight against Jackal, Trench walks back into the field with a scowl instead of his smile. What happened? Find out in the narrative event!
All players will have access to this new default look and voice for Trench, but don't worry: all players will still have access to his old appearance as the "Classic Trench" skin.
REVELATION LTM SCHEDULE
In this update, we see old game modes return, some of which have received updates! Details and changes are listed below.
Sabotage
Skirmish Dodgeball
Battle Zone
Strikeout 2.0
Extraction
Skirmish TDM
Sabotage
GAME MODES
Sabotage (Respawn Game Mode)
In Sabotage, a neutral bomb is deployed mid-field for both teams to contend over. When a player picks up the bomb, their team gains ownership of it, revealing the holding player to all players. The player and their team must fight to the now-visible enemy bomb zone and plant to score! Planting can be difficult, but once done, detonation is almost immediate, securing your team the win!
If you run into a stalemate, the team with the most kills will win the round when time runs out. Let us know what feedback you have for this game mode!
Battle Zone (One Life Game Mode)
Gadgets are on cooldown during the round. What's this? Check out below in our Project Saint section!
Gadgets clear from your inventory at the start of each round.
Extraction (Respawn Game Mode)
Extraction gets an update in Revelation. Here are the details:
The Cube objective will now no longer cause a loss if counter-hacked. Instead, the ownership of the Cube will go to the other team! The core objective here is to defend the Cube until the timer runs out!
Players will respawn according to Queued Respawn rules, the same ruleset from Dodgeball. When a player is eliminated, they are put in a queue to respawn. When a teammate gets an elimination, the next player in the queue will spawn.
Strikeout 2.0
Strikeout 2.0 is an experimental mutation of Strikeout with some significant changes. Try it out and give us feedback!
The ticket system has been removed in exchange for TDM's elimination score, where the team that gets to 25 eliminations first or has the most at around time will take the round.
Like original Strikeout, owning the zone will add to your team's score.
Instead of running out of lives, Strikeout 2.0 uses the Queued Respawn rules, the same ruleset from Dodgeball. When a player is eliminated, they are put in a queue to respawn. When a teammate gets an elimination, the next player in the queue will spawn.
PROJECT SAINT
Gadgets Go On Cooldown
One significant feedback point from many of our core players was the abundance of gadget spam. This was most prevalent in our respawn-based modes, where players had immediate access to their gadgets upon respawn. The introduction of Rogues like Runway also strongly impacted the saturation of gadgets in combat situations. To address this, we've converted the gadget system to function similar to Rogue abilities and have rebalanced gadgets across the board. Please look to the Game Balance section below for more details.
Full Mastery of Rogues
In this update, we are happy to finally bring you the mastery rewards for the 8th and 9th levels of Rogue Mastery for all Rogues! We hope you enjoy these outfits and wear them with pride.
GAME BALANCE
Gadget Cooldown
All gadgets will now go on cooldown in the same way abilities do. Each gadget has a different cooldown ranging from 40-75 seconds.
All gadget upgrades that used to give you an extra gadget will now reduce your cooldown by 10%.
Resupply has been replaced with a perk called Gadgeteer, which reduces gadget cooldown by 5/10/15%.
Gadgets
Semtex Grenade
75-second cooldown
Grenade
75-second cooldown
Incendiary Grenade
75-second cooldown
Bounce Grenade
75-second cooldown
Trip Mine
60-second cooldown
Epic reduces cooldown by 10%.
C4
60-second cooldown
Smoke Grenade
40-second cooldown
Epic reduces cooldown by 10%.
Flashbang
60-second cooldown
Epic reduces cooldown by 10%.
Sticky Sensor
40-second cooldown
Epic reduces cooldown by 10%.
Tear Gas Grenade
40-second cooldown
Epic reduces cooldown by 10%.
Cluster Smoke
40-second cooldown
Adrenaline Shot
60-second cooldown
Epic reduces cooldown by 10%.
APS
60-second cooldown
Tier 1 negates one additional projectile (two per APS).
Tier 2 reduces cooldown by 10%.
Regeneration Field
60-second cooldown
Level 1 duration increased from 10 seconds to 20 seconds.
Level 1 health per second increased from 5 to 10.
Epic reduces cooldown by 10%.
Pop Smoke Grenade
40-second cooldown
Epic reduces cooldown by 10%.
Rogues
Runway
Runway's ability now recharges gadget cooldown.
Dima
Epic Stalker replaced with Rare Stalker.
Rare Resupply replaced with Rare Gadgeteer.
Lancer
Rare Resupply replaced with Rare Gadgeteer.
Kestrel
Epic Blaster changed to Rare Blaster.
Legendary Energize changed to Epic Energize.
Rare Resupply replaced with Legendary Gadgeteer.
Chaac
Rare Resupply replaced with Rare Gadgeteer.
Trench
Rare Resupply replaced with Rare Gadgeteer.
Vy
Rare Resupply replaced with Rare Energize.
Epic Energize replaced with Epic Gadgeteer.
Fixer
Epic Stalker replaced with Epic Gadgeteer.
Rare Resupply replaced with Rare Stalker.
Saint
Rare Resupply replaced with Rare Gadgeteer.
Juke
We've heard your concerns that Juke feels like she has turrets available too often. Also, the feedback enemies hear while being hit by said turrets is too overbearing for the relatively low amount of damage the turrets deal.
Laser Defense Drone Cooldown increased from 30s to 45s.
Reduced audio feedback for enemies hit by Laser Defense Drones.
Weapons
Objection
The Objection has some of the highest accuracy stats among all SMGs. It's intended for the weapon to be compact and accurate when you begin firing but quickly bloom out, given the incredibly high fire rate. These changes should help reduce the weapon's effective range without hurting its ability to secure kills up close.
Reduced base accuracy slightly
Increased reticle bloom per shot slightly
Increased max bloom slightly
Tyr & LR15 Fullbody
We want to tone back the effectiveness of "no-scopes" This is primarily an issue with the Tyr as you can quickly fire back-to-back shots.
Reduced base accuracy.
BUG FIXES
Fixed an issue on several maps that allowed Juke to reach unintended locations.
Fixed several issues that caused crashes.
Resolved some minor environmental issues for Vertigo.
Fixed an issue where an eliminated Mack will drop armor if he purchased the armor perk.
Fixed some cases where players could get stuck in a reload animation.
Fixed an instance where Runway could spawn without her weapons after Halftime.
Fixed broken audio for Trench's emote.
Fixed an issue where a player's pinned Rogues would not retain after logging out.
Fixed mastery progression for the Ibex SMG.
Fixed an issue where Sigrid's shield would not block Juke's turrets.
Fixed an issue where, in Rogue Select, players could see what rogues the enemy team has picked.
Fixed animation issues for a select number of emotes.
Fixed the VFX on the Mythic MLX Mark 4 skin.
Fixed some Announcer VO inconsistencies for Skirmish TDM.
Resolved an oddity where hitting the environment with a melee would cause the controllers of other players to vibrate.
Fixed a handful of instances where the incorrect BGM would play.
Fixed an issue where the HUD score for TDM would not be visible.
Fixed an issue where if a Bot earned MVP, it would be awarded to all bots in the hivemind.
Fixed an issue where if a player used Quips or Comms while crouched, they would be forced into standing.
KNOWN ISSUES
We are investigating the issue where players potentially aren't able to use their emotes in the lobby.
Incorrect objective messaging in Sabotage when the bomb is picked up.
There is a fringe "just-frame" instance when a player is downed while using a gadget where the gadget then goes on cooldown despite not deploying.
Umbra's spider is currently unaffected by Juke's Reflect. We aim to fix this in a future release.
Killing a Rogue via Juke's Reflector currently does not award kill credit. We are working to resolve this.
Plaeholder text appears on the Master Fixer outfit description. This will be hotfixed shortly after release.
[Switch] Players appear to hold both a melee primary and primary weapon when retrieving a thrown melee weapon. This will be hotfixed shortly after release.
Old and new announcer VO plays during Strikeout 2.0. This will be hotfixed shortly after release.
Players are unable to undo purchases made from the previous round. This will be hotfixed shortly after release.
In the Shooting Range, changing Rogues will make some Rogues show up as default Dallas. This will be hotfixed shortly after release.
Revelation PTS Notes
To test on Steam please head to the Rogue Company Store Page to install the PTS client.
Testing Schedule:
Begins July 22nd at 9:00 AM ET
Ends July 25th at 9:00 AM ET
Note: The PTS server may be brought down as needed to address issues or provide additional updates.
---
Get entrenched in the 2.6 update, Revelation! In this update, a key member of Rogue Company gets caught in Jackal's crosshairs during the Fallen Heroes Narrative Event! Additionally, this update brings a core update to our gameplay experience, and we see a return of some older modes (with updates!).
FALLEN HEROES
The conflict between Rogue Company and Jackal rages on as both organizations trade blows in sorties all around the globe. Jackal aims to strike at the heart of Rogue Company by coordinating an assassination against a long-time pillar of Rogue Company, Trench. This event brings about objectives keyed towards taking out certain rogue types in exchange for revealing the ongoing lore and some great cosmetics, one of which being a new outfit for Trench! Speaking of Trench...
ROGUE VISUAL UPDATE: TRENCH
As the world of Rogue Company changes, so has one of our oldest Rogues. Forever changed by the ongoing fight against Jackal, Trench walks back into the field with a scowl instead of his smile. What happened? Find out in the narrative event!
All players will have access to this new default look and voice for Trench, but don't worry: all players will still have access to his old appearance as the "Classic Trench" skin.
REVELATION LTM SCHEDULE
In this update, we see old game modes return, some of which have received updates! Details and changes are listed below.
Sabotage
Skirmish Dodgeball
Battle Zone
Strikeout 2.0
Extraction
Skirmish TDM
Sabotage
GAME MODES
Sabotage (Respawn Game Mode)
In Sabotage, a neutral bomb is deployed mid-field for both teams to contend over. When a player picks up the bomb, their team gains ownership of it, revealing the holding player to all players. The player and their team must fight to the now-visible enemy bomb zone and plant to score! Planting can be difficult, but once done, detonation is almost immediate, securing your team the win!
If you run into a stalemate, the team with the most kills will win the round when time runs out. Let us know what feedback you have for this game mode!
Battle Zone (One Life Game Mode)
Gadgets are on cooldown during the round. What's this? Check out below in our Project Saint section!
Gadgets clear from your inventory at the start of each round.
Extraction (Respawn Game Mode)
Extraction gets an update in Revelation. Here are the details:
The Cube objective will now no longer cause a loss if counter-hacked. Instead, the ownership of the Cube will go to the other team! The core objective here is to defend the Cube until the timer runs out!
Players will respawn according to Queued Respawn rules, the same ruleset from Dodgeball. When a player is eliminated, they are put in a queue to respawn. When a teammate gets an elimination, the next player in the queue will spawn.
Strikeout 2.0
Strikeout 2.0 is an experimental mutation of Strikeout with some significant changes. Try it out and give us feedback!
The ticket system has been removed in exchange for TDM's elimination score, where the team that gets to 25 eliminations first or has the most at around time will take the round.
Like original Strikeout, owning the zone will add to your team's score.
Instead of running out of lives, Strikeout 2.0 uses the Queued Respawn rules, the same ruleset from Dodgeball. When a player is eliminated, they are put in a queue to respawn. When a teammate gets an elimination, the next player in the queue will spawn.
PROJECT SAINT
Gadgets Go On Cooldown
One significant feedback point from many of our core players was the abundance of gadget spam. This was most prevalent in our respawn-based modes, where players had immediate access to their gadgets upon respawn. The introduction of Rogues like Runway also strongly impacted the saturation of gadgets in combat situations. To address this, we've converted the gadget system to function similar to Rogue abilities and have rebalanced gadgets across the board. Please look to the Game Balance section below for more details.
Full Mastery of Rogues
In this update, we are happy to finally bring you the mastery rewards for the 8th and 9th levels of Rogue Mastery for all Rogues! We hope you enjoy these outfits and wear them with pride.
GAME BALANCE
Gadget Cooldown
All gadgets will now go on cooldown in the same way abilities do. Each gadget has a different cooldown ranging from 40-75 seconds.
All gadget upgrades that used to give you an extra gadget will now reduce your cooldown by 10%.
Resupply has been replaced with a perk called Gadgeteer, which reduces gadget cooldown by 5/10/15%.
Gadgets
Semtex Grenade
75-second cooldown
Grenade
75-second cooldown
Incendiary Grenade
75-second cooldown
Bounce Grenade
75-second cooldown
Trip Mine
60-second cooldown
Epic reduces cooldown by 10%.
C4
60-second cooldown
Smoke Grenade
40-second cooldown
Epic reduces cooldown by 10%.
Flashbang
60-second cooldown
Epic reduces cooldown by 10%.
Sticky Sensor
40-second cooldown
Epic reduces cooldown by 10%.
Tear Gas Grenade
40-second cooldown
Epic reduces cooldown by 10%.
Cluster Smoke
40-second cooldown
Adrenaline Shot
60-second cooldown
Epic reduces cooldown by 10%.
APS
60-second cooldown
Level 1 reduces cooldown by 10% and negates one additional projectile (two per APS).
Epic Negates two additional projectiles (four per APS).
Regeneration Field
60-second cooldown
Level 1 duration increased from 10 seconds to 20 seconds.
Level 1 health per second increased from 5 to 10.
Epic reduces cooldown by 10%.
Pop Smoke Grenade
40-second cooldown
Epic reduces cooldown by 10%.
Rogues
Runway
Runway's ability now recharges gadget cooldown.
Dima
Epic Stalker replaced with Rare Stalker.
Rare Resupply replaced with Rare Gadgeteer.
Lancer
Rare Resupply replaced with Rare Gadgeteer.
Kestrel
Epic Blaster changed to Rare Blaster.
Legendary Energize changed to Epic Energize.
Rare Resupply replaced with Legendary Gadgeteer.
Chaac
Rare Resupply replaced with Rare Gadgeteer.
Trench
Rare Resupply replaced with Rare Gadgeteer.
Vy
Rare Resupply replaced with Rare Energize.
Epic Energize replaced with Epic Gadgeteer.
Fixer
Epic Stalker replaced with Epic Gadgeteer.
Rare Resupply replaced with Rare Stalker.
Saint
Rare Resupply replaced with Rare Gadgeteer.
Juke
We've heard your concerns that Juke feels like she has turrets available too often. Also, the feedback enemies hear while being hit by said turrets is too overbearing for the relatively low amount of damage the turrets deal.
Laser Defense Drone Cooldown increased from 30s to 45s.
Reduced audio feedback for enemies hit by Laser Defense Drones.
Weapons
Objection
The Objection has some of the highest accuracy stats among all SMGs. It's intended for the weapon to be compact and accurate when you begin firing but quickly bloom out, given the incredibly high fire rate. These changes should help reduce the weapon's effective range without hurting its ability to secure kills up close.
Reduced base accuracy slightly
Increased reticle bloom per shot slightly
Increased max bloom slightly
Tyr & LR15 Fullbody
We want to tone back the effectiveness of "no-scopes" This is primarily an issue with the Tyr as you can quickly fire back-to-back shots.
Reduced base accuracy.
BUG FIXES
Fixed an issue on several maps that allowed Juke to reach unintended locations.
Fixed several issues that caused crashes.
Resolved some minor environmental issues for Vertigo.
Fixed an issue where an eliminated Mack will drop armor if he purchased the armor perk.
Fixed some cases where players could get stuck in a reload animation.
Fixed an instance where Runway could spawn without her weapons after Halftime.
Fixed broken audio for Trench's emote.
Fixed an issue where a player's pinned Rogues would not retain after logging out.
Fixed mastery progression for the Ibex SMG.
Fixed an issue where Sigrid's shield would not block Juke's turrets.
Fixed an issue where, in Rogue Select, players could see what rogues the enemy team has picked.
Fixed animation issues for a select number of emotes.
Fixed the VFX on the Mythic MLX Mark 4 skin.
Fixed some Announcer VO inconsistencies for Skirmish TDM.
Resolved an oddity where hitting the environment with a melee would cause the controllers of other players to vibrate.
Fixed a handful of instances where the incorrect BGM would play.
Fixed an issue where the HUD score for TDM would not be visible.
Fixed an issue where if a Bot earned MVP, it would be awarded to all bots in the hivemind.
Fixed an issue where if a player used Quips or Comms while crouched, they would be forced into standing.
KNOWN ISSUES
We are investigating the issue where players potentially aren't able to use their emotes in the lobby.
Incorrect objective messaging in Sabotage when the bomb is picked up.
There is a fringe "just-frame" instance when a player is downed while using a gadget where the gadget then goes on cooldown despite not deploying.
Umbra's spider is currently unaffected by Juke's Reflect. We aim to fix this in a future release.
Killing a Rogue via Juke's Reflector currently does not award kill credit. We are working to resolve this.
Operation Daybreak Hotfix Notes
Hello Rogues!
We have deployed a hotfix to resolve the following issues:
Fixed an issue that occasionally allowed players to see opposing team picks during Rogue select.
Fixed a crash when a player would queue for shooting range shortly after opening a supply drop.
Fixed a crash when a player would press the A button after the loading screen in shooting range.
Fixed an issue that made Trench's mastery emote temporarily unavailable.
Fixed an issue that caused sound queues not to play on Arena.
Fixed an issue with Sigrid's ballistic shield failing to block damage from Juke's turret.
Operation Daybreak Update Notes
The Operation: Daybreak Update seizes the day, packed dense with not only the Wasteland Wilds Battle Pass, but also Juke, Rogue Company’s latest addition, a map visual update, several Project Saint updates, and more!
WASTELAND WILDS BATTLEPASS
In the ruinous landscape of the Wasteland Wilds our rogues skirmish and scavenge for cosmetics across 50 levels, earned by playing in Rogue Company matches. Every match gives you XP that help you unlock lock the gear you need to survive out in the wastes, be it the Inferno Positron MLX M4 Mythic or by scorching the earth with the Wasteland Scorch outfit!
Battle Pass Base Bundle (1000 Rogue Bucks)
Wasteland Phantom Epic Outfit
Last Stand Rare Wingsuit
1 Hour Account Boost
20% Battle Pass Experience Boost
Battle Pass Elite Bundle (2000 Rogue Bucks)
+15 Battle Pass Levels
Wasteland Phantom Epic Outfit
Last Stand Rare Wingsuit
1 Hour Account Boost
20% Battle Pass Experience Boost
Battle Pass Rewards
General Rewards
3x Reward Supply Drops
3x 30 Minute Account Boosts
3x 45 Minute Account Boosts
3x 1 Hour Account Boosts
1000 Rogue Bucks
Cosmetics
Wasted Rare Spray
Kali Stick Fight Rare Emote
Retribution Legendary Primary, Secondary, and Melee Weapon Wraps
Old Reliable Rare Wingsuit
Reign of Fire Epic Avatar
Rogue Swan Rare Emote
Wasteland Warrior Epic Title
Wasteland Common Cannon Outfit
Boneyard Rare Banner
Pursuit Special Rare Wingsuit
Precise Percussion Epic Emote
Next Level Epic Animated Avatar
Wicked Woods Rare Border
Wastelander Legendary Primary, Secondary, and Melee Weapon Wraps
Scorched Earth Soldier Title
Venomous Rare Spray
Wasteland Dahlia Rare Outfit
Magma Rare Border
Big Game Hunter Epic Animated Banner
Wastelander Epic Wingsuit
Joy Ride Legendary Emote
Inferno Positron MXL M4 Mythic Wrap
Bad Weather Epic Animated Avatar
Wasteland Scrappers Epic Animated Banner
Retribution Epic Wingsuit
Wasteland Wilds Legendary Avatar
Ruler of the Ruins Legendary Title
Wasteland Scorch Legendary Outfit
NEW ROGUE: JUKE
Bio
Juke is the woman responsible for the creation of the world’s first true Artificial Intelligence. A brilliant scientist and engineer with multiple Ph.D.’s, Juke worked for Furmi.62, but joined Rogue Company in search of answers after her life's work was destroyed at Furmi.62's SCION facility by the Jackal Agent, Umbra.
Designer Notes on Gameplay Experience
Juke is a brilliant new rogue that brings with her tons of cutting-edge technology to change the way you can maneuver and set up around the map as a defender. The Juke Boots offer a way to reach heights that were before unreachable! Your Laser Defense Drones allow you to quickly entrench yourself in a new position, while the Reflector introduces a fun new way to send your opponents cascading to their demise!
Ability and Passive
Ability: Laser Defense Drone The Laser Defense Drone is a thrown deployable that, upon making contact with a surface, will attach and be seeking out enemies that come within sight and range. Once an enemy is in range, the drone will target and fire at rogues with an advanced laser that will deal tick damage over time. Enemy rogues will need to either destroy the drone or exit its effective range. Juke is able to charge up to and deploy two drones at a time.
Passive: Juke Boots Juke Boots are a modifier to her dodge roll. With 3 charges(that can recharge), Juke is able to quickly maneuver in the same directions as the normal dodge roll but with a reduced cooldown. Additionally, she can use her boots mid-air to evade and make positioning plays not possible by other rogues. If she is out of charges, she will dodge roll normally until her boots are recharged.
Loadout
Primary Weapons
New! Ibex Burst SMG
Conviction LMG
Secondary Weapon:
Warrant Pistol
Melee Weapon:
Combat Knife
Gadgets
NEW! Reflector - A new invention from the brilliant Juke. This gadget has the ability to repel enemies and thrown gadgets in a cone in front of her. This device is able to ignore collision, giving Rogues the option to displace enemies that are lurking being cover and corners.
NEW! Impact Grenade - A new lethal gadget that deals a moderate amount of explosion damage upon hitting a surface. This gadget is ideal for engaging a firefight or punishing fleeing and damaged foes.
Perks
Rare Nimble Hands
Rare Life Drain
Rare Resupply
Epic Stalker
Epic Gunsmith
Epic Bounce Back
Legendary Energized
Legendary Bulletproof
NEW RANKED SEASON
The first new season of the new year begins today, granting last season’s rewards and unlocking new ones to earn! We are moving this season of Ranked back to 4v4 and hope you enjoyed our experimental run of 3v3!
Year 2 Season 2 Ranked Rewarded
The following rewards will be given to those who are marked veterans in ranked and to those who have achieved Rogue tier for Year 2 Season 2 of Ranked:
Play 30 Ranked Games: Covert Ops Banner
Achieve Rogue Tier: Masked Mercenary Avatar
Year 2 Season 3 Ranked Rewards
The following rewards will be given to those who are marked veterans in ranked and to those who have achieved Rogue tier during the active season:
Play 30 Ranked Games: Gunsmith Avatar
Achieve Rogue Tier: Cornered Animated Banner
SUPPLY DROPS
We’re adding a system in Rogue Company called Supply Drops and here’s a TLDR:
Supply Drops will allow players to unlock in-game items while playing Rogue Company.
There are two versions of supply drops- Reward Supply Drops and Rogue Supply Drops. You can earn Reward Supply Drops through play, or spend Reputation to unlock Rogue Supply Drops.
There is also an option to unlock Rogue Supply Drops with Rogue Bucks, but we believe the vast majority of Rogue Supply Drops will be unlocked with Reputation.
Each Reward Supply Drop will give you one item, and each Rogue Supply Drop will give you two items.
The Supply Table is visible in-game, you have an equal chance to obtain each item, and you will only unlock items you currently don’t own.
Supply Drops are completely optional and offer no advantages in-game
If you'd like more details please check out our blog!
DEPOT VISUAL UPDATE
In this update, we are reintroducing Depot, a skirmish map that has undergone a visual overhaul to not only meet our standard for quality but also have a better place in the world of Rogue Company. Depot is one of many training grounds used by Rogue Company for Rogues to hone their skills(or even settle scores with each other) to keep in peak condition. We look forward to your feedback!
PROJECT SAINT
Draft Pick Overhaul
In this update, we aim to improve the overall draft pick experience for our ranked and custom games. This overhaul entails a polished new rogue select experience, cleaner ban experience and unique rogue limitations. In addition, players will no longer re-draft their rogues at half-time. This will have players approach their matches in a more tactical ‘give and take’ mindset in the rogue select phase of the match. We hope you enjoy this update and look forward to your feedback
Ranked Strikeout
To further expand the ranked experience for our players: as an experiment, we are introducing a separate ranked queue for Strikeout. Strikeout has shown to be a very popular game mode and, for a good while, there wasn’t a place that the strikeout diehards could graduate to and have a place in the competitive environment. In this update, please try out the ranked experience for Strikeout, complete with the Draft Pick Rogue Select improvement that we detailed above. Let us know what you think!
BUG FIXES
Fixed some inconsistent announcer callouts in our game modes.
Fixed some overlapping music at several points in our game flow.
Fixed an instance where Umbra’s ability would fail to damage an enemy.
Fixed discoloration for Digital Matrix Gl1tch on Switch.
Fixed an echoing issue with the intro video.
Fixed some spectating oddities when watching Kestrel.
Fixed an issue where Kestrel could still use her ability after being hacked by Gl1tch.
Fixed an instance where self-inflicted damage was counting towards a player’s damage on the scoreboard.
Fixed an issue where APS would sometimes have an abnormally large hitbox after being placed.
Fixed some collision issues on our Vertigo skirmish map.
Fixed an issue with Gunsmith where it would remove infinite ammo in the shooting range.
Fixed an issue where players couldn’t use a gadget that was given via picking up a resupply crate.
Fixed a UI issue where the ‘Arm Bomb’ callout would not disappear while planting the bomb.
Fixed an issue with Runway where she could lose her 2nd primary when undoing an upgrade purchase for her primaries.
Fixed an issue where Ronin’s ability could trigger through destructible walls
Fixed an edge case where players with Replenish would still reload if they triggered the perk with the last bullet.
Fixed an issue where players were unable to sprint if they dodge rolled while shooting.
Fixed an edge case where if a player died while in Trench’s barbed wire, upon respawning they would still be under the effect of the barbed wire’s slow.
Fixed an edge case where once exiting a dodge roll, if the player held down their fire button, two shots would fire.
KNOWN ISSUES
Draft Pick Spectators will only see one team’s perspective. This will be fixed in a future release.
Juke’s Turret bypasses Sigrid’s Shield, we plan on fixing this as soon as possible in a hotfix.
Juke’s Turret is missing hit-register audio, we plan on fixing this as soon as possible in a hotfix.
Some edge cases where Juke’s Turret throw trajectory is inaccurate, we plan on fixing this as soon as possible in a hotfix.
Ibex Weapon Mastery for 2nd and 3rd milestones only award 1 mastery point, we plan on fixing this as soon as possible in a hotfix.
Juke is able to destroy her own turret via a thrown melee weapon.
Fringe instances where Impact Grenade will fail do deal damage when used at danger-close ranges.
Kestrel’s drones under the effect of the reflector gadget may reflect at odd angles.
Sometimes the Supply Drop button will appear in other UI scenes.
When opening multiple purchased Supply Drops, sometimes there will only be one item shown. This is a visual bug, players that see this still actually receive the 2nd item.
Rogue Company Leaving Open Beta
At First Watch Games, we’ll never forget the day we first shared Rogue Company with you. It was July 20, 2020 – almost two years ago – when we entered Closed Beta. We only had 13 Rogues, just 7 Maps… and we were missing a lot of really important features. We didn’t even have a Battle Pass!
Just a few months later, in September of 2020, we entered Open Beta – and opened the floodgates to millions of players as a free-to-play title. Today, we’ve seen more than 25 million players jump into our game.
Since entering Open Beta, we’ve spent the last year and nine months continuing to improve Rogue Company alongside our community, adding features like Rogue Mastery, Weapon Mastery, Next Gen Native Versions, a Steam release, Monthly Login Bonuses, Human Backfill, Narrative Events, and MVP. We’ve brought collaborations with Dr. DisRespect and Rambo, new modes like Battle Zone and Dodgeball, and so much more.
Our work is not done. But we’ve come a long way. We’ve added 9 Rogues, 7 Maps, 9 Weapons, and 12 game modes since Beta went live. And Rogue Company is finally in a place where we think it can hold its own.
We’re excited to announce that we’ve reached the end of our Beta and will enter into our full release with our next update. This beefy update will feature a new Rogue, a new Season, and some sweet new features that you’ll hear more about in our update show.
There’s much more to come this year (including a fantastic crossover that we can’t tell you about just yet). But also expect us to change how we approach updates to Rogue Company, focusing less on major new features and more on adding strong content, continually improving quality, and addressing key community concerns.
We could not have reached this point without you, and all the amazing support from our community and players. We’ll be doing a little something for you soon – stay tuned for details on our End of Beta Bash celebration. Thank you again for your support, and we can’t wait to see you on the battlegrounds of Rogue Company!
Rogues Rising Hotfix Notes
Hello Rogues!
We have deployed a hotfix to resolve the following issues:
Rogue Saint had the Life Drain Perk removed unintentionally
Fixed an animation issue with the LR15 scope
Fixed a discoloration issue with the "Digital Matrix Gl1tch" skin