Rogue Agent

Rogue Agent

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Documentation/Observations (v1.0)
By Arkhaic
This documentation is based on developer commentaries and my personal observations as of v1.0.

Stats
There are three visible stats on character select: Accuracy, Evade, and Intelligence. The actual attack value is floor(Accuracy+Intelligence/4), and the defense value is floor(Evade+Intelligence/4). Therefore, during the game it is not worth it to spend points on intelligence--compared to alternating between accuracy and evasion (+10 to each per two missions), it provides less than +5 to each per two missions (due to rounding).

The Life stat is simply HP, and does not regenerate on its own.

Missions and the Map
Each round, every agent chooses a target mission (the population, mission title, and other details currently have no effect). Successfully completing a mission, however, removes that mission for all agents, increases the agent's rogue level, and grants 10 points to a stat of the agent's choice. An agent's distance to the location does affect how long it takes them to get there. Combat is initiated for each pair of agents attempting the same location; they are paired up in the order they arrived. The agent with no pair (the last to arrive in an odd-numbered conflict) is the one that successfully completes the mission and levels up.

Agents who successfully completed a mission stay in that location, while agents who enter combat return to their home base.

Damage
While I haven't precisely worked out the formula for damage taken, it is of the form
d * c^(defense-attack) + floor
, where d, c, and floor likely all depend on attack in some way. Damage is dealt *simultaneously*, so mutual kills are possible (there's even an achievement for it!).

General Strategy
The returns from defense are diminishing, so it is not as important as attack, but you still shouldn't neglect it.

Engaging in combat is generally a lose-lose scenario: you don't level up, you take damage, and (usually) other enemies will level up and begin to outpace you. The only (possibly, I haven't kept track) random elements are the upgrades and missions chosen by the computer-controlled agents. Every other aspect is deterministic, just hard to predict due to the damage formulas.


Other/feedback stuff
The game pauses when you're alt-tabbed away, is this intentional?
There's a bit of waiting while AI agents choose their targets that probably isn't necessary. Right direction imo, just takes too long and happens too frequently.
The resolution scroll menu scrolls way too slowly and feels a tad slow to fade in/out after clicking it.
Most UI elements in the settings menu don't fit the game's overall aesthetic.
   
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2 Comments
Shaun Roselt 9 Jan, 2023 @ 12:11am 
Updated one for v1.1 please? 🙏🏻
skuLL  [developer] 29 Jun, 2018 @ 9:09am 
Good work!