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  • Roll Out has been released! This thread is for general discussion, questions, balance changes...anything Roll Out!
      What would you attempt to do if you knew you could not fail?
    • Roll Out 1.0.7 has been released, bringing with it some bug fixes, new quality of life features that make finding relevant information easier, and balance changes!

      Balance Changes

      • The food saturation value of berries has been lowered.
      • Microchips are now craftable.
      • Bandages require significantly less cloth to craft and output more.
      • The light tower has had its crafting cost reduced.
      • Wells cost less fasteners to build.
      • Refining ore into metal now yields more (raised to 15 from 12).
      • All research now requires 25 paper.
      • All farms no longer cost metal, and have had their fastener cost reduced.
      • Farm resource generation has been significantly increased.
      • Alcohol’s craft output has been increased to 10.
      • Biodiesel’s craft output has been increased to 20.
      • Stone’s inventory space consumption has been lowered to 45.
      • Ore’s inventory space consumption has been increased to 15.
      • All clothing’s inventory space has been slightly increased. Clothing costs no space when equipped.
      • Wood’s inventory space consumption has been increased to 10.
      • The lumber yard’s inventory capacity has been increased to 3000.
      • Backpacks crafting cost has been increased.
      • Bandages crafting time has been lowered.
      • All medkit crafting times have been lowered.
      • Microchip output quantity has been increased.
      • Microchip crafting cost has been increased.
      • Uranium’s inventory space has been increased to 20.
      • Uranium Nitride’s inventory space has been increased to 25.
      • Rubber’s inventory space has been increased to 6.
      • Wheat’s inventory space has been lowered to 2.
      • The rubber refinery’s inventory capacity has been increased to 1500.
      • The fishery has been removed.
      • Fish have been removed.
      • Fishing research has been removed.

      Enhancements / New Features

      • Items in a crafting queue can now be clicked to cancel crafting that item, refunding the materials if crafting has not started yet (5 second grace period into crafting).
      • The crafting queue now shows craft progress.
      • Items in a crafting queue now show a tooltip when hovered over.
      • The Road Train can now craft any item that has been unlocked, though at reduced efficiency. The ability to do so, and the efficiency rate can be customized when selecting game difficulty.
      • The pause menu now shows the stop count.
      • The material cost window now shows building descriptions.
      • The material cost window now shows output quantity.
      • The material cost window now shows required time.
      • The research UI now has a different color if a research item cannot be performed at the current time.
      • The main resources screen now displays the Road Train’s inventory capacity.
      • Hovering over an item in the main resource screen now (along with the tooltips) displays how much volume one unit of the item consumes.
      • Gather Zone context menus have been replaced with contextual buttons that appear whenever you mouse over the zone.

      Dev Tools

      • The dev tools now fully supports exporting to the Steam Workshop.
      • Lua scripts can now access transform properties of objects they are attached to.


      Due to the launcher changes, you will need to refresh your load order the first time you launch the game! Click ’Data Files’, then the refresh button to do so.

      • The launcher now fully supports subscribed mods through the Steam Workshop.
      • Modules can be enabled/disabled using the launcher without needing to delete or rename them.

      Bug Fixes

      • Several UI elements now update properly while the game is paused.
      • Right-clicking now cancels building placement.
      • Holding shift allows queueing of multiple buildings. As of present, they will still need to have a crew member manually assigned to build them.
      • Fixed a bug which caused certain properties to not save and load.
      • Fixed a bug where the game could softlock when loading a game after exiting to the main menu.
      • Fixed some tooltips that didn’t display the correct verbiage.
      • Fixed an issue where gather zones didn’t display icons for certain resources.
      • Game audio now properly pauses when minimized.
      • The crew inventory UI will no longer close when selecting another crew member. It will still close when no crew members are selected.
      • Wind generator blades now rotate.
      • Loading a game with completed buildings no longer deducts their resources to build them again.
        What would you attempt to do if you knew you could not fail?
      • Roll Out 1.1.3 has been released, which adds a TON of new features and settings!

        Enhancements / New Features
        Number of crew members can be configured when setting up difficulty on a new game.

        Crew members can now be customized; escape the apocalypse as you and your friends!

        The Road Train now lives up to its name with the addition of trailers!
        -You must start with a trailer bed
        -Trailer buildings are unlocked with research
        -Trailer buildings can be built on top of a trailer bed. Each one gives powerful functionality and an advantage to the player.
        - Cargo trailers increase the Road Train’s capacity.
        - Greenhouse trailers lower the food required per stop.
        - Raincatcher trailers will act as rain barrels, gathering water when it rains. They also lower the water requirement per stop.
        - Forge trailers act as forges, smelting ore into metal and making fasteners. They do not act as drop points however, nor add storage.
        - Medical trailers cause the crew to heal 10 HP at each roll out. Medical trailer effects do not stack.
        - Generator trailers produce a trickle of power constantly.

        Melee weapons have been added! With baseball bats, tire irons, and swords, send your crew into battle!
        To compliment the new melee lifestyle, body armor has also been added!
        It can be researched and crafted at a textile mill. Kevlar provides armor, which provides damage reduction against attacks.
        Each point of armor provides one percent of damage reduction from most damage types. This does not affect weather damage.

        Actors can now have status effects applied to them. These status effects last for various amounts of time, and can provide a variety of effects (such as the militant’s suppression ability).
        New effects can be registered in the dev tools!

        New Crew Member abilities!
        At and above level 5, militants who attack at range now slow the target.
        At and above level 5, gatherers gather twice as much and do double melee damage.
        At and above level 5, engineers use 10% less materials when they start construction on a building.

        New Difficulty Option: Hardcore Mode
        Prior to this, crew members were killed outright if their health was reduced to zero.
        Now, crew members taken to 0 will be knocked unconscious, and can be revived by another crew member using a medkit.
        Rolling out causes any unconscious crew members to be killed.
        The exception to this rule is during travel events; crew will still be killed if the difficulty is set to allow it.
        The game is still lost if all crew members are knocked unconscious.
        Hardcore mode replicates the initial functionality of the game, where a crew member irrevocably dies when their health reaches 0.

        Camera Panning controls default to WASD instead of the Arrow Keys.
        Borders around the map have been added.

        Control Buttons at the bottom of the screen and crew frames now display their current hotkey.

        Crafting items now displays a bar in the crafting queue (on the current item being made) indicating craft progress.
        Crafting icons in the queue can now be canceled by clicking on them. This will refund materials on all items not started, and on an item that has less than 10% of its crafting time elapsed.

        Added low ammo/no ammo notifications when using weapons that require ammunition.

        The Roll Out preview window now shows a transparent bar as well as the solid bar. This transparent bar represents how much food/fuel/water exists in total in storage on the map, where the solid bar represents what is currently on the Road Train. Resources must be on the Road Train to count towards Roll Out conditions.

        The area behind the Road Train can no longer have regular buildings placed there (as it is reserved for Trailers).

        Inventory now has an option to display all items, including ones not researched and ones with 0 quantity.

        Holding LSHIFT while over an building/resource on the map will show an expanded tooltip.

        Balance Changes
        Scientists now receive their healing ability at level 5 (up from level 4).
        Paper production has been re-balanced.
        Ore deposits now contain slightly more ore.
        Metal production from ore has been increased.
        Metal requirement for fasteners has been lowered.
        The research Engine Upgrade: Gasoline is now researched at the Fuel Refinery.
        Crafting fasteners now produce more overall.

        Bug Fixes
        Fuel/food that has not been researched no longer counts towards satisfying roll out conditions, even if gathered.
        The button to disable resource generators now functions properly.
        The Road Train’s inventory display in the UI now functions properly on all resolutions.
        Fixed a bug in the dev tools where loaded dictionaries (resource costs,etc) and string arrays were not properly bound on project load.
        The camera properly binds to the map region instead of going out of bounds.
        The minimap camera area now correctly resembles the camera zoom level.
        Fixed z-index of build previews so they are on top, as well as trailer z-indices
        Build previews no longer remain in certain circumstances after canceling building placement.
        Fixed certain instances where text would overflow the UI container instead of shrinking.
        Certain buildings will no longer have incorrect properties when built (such as a bridge that becomes a dropoff point for ore).
        The inventory screen now updates more regularly.
        Fixed emergency rollout to work as intended, including an appropriate prompt.
        Crew members no longer start at an offset position when loading a game.

        The bug reporter no longer requires an email client when submitting a bug report.

        Dev Tools
        New Lua hooks were added:
        onDamageTaken - called when damage is taken. Can modify the total.
        onDamageDealt - called when damage is dealt. Can modify the total.
        onHealed - called when healed. Can modify the total.
        onKnockedOut - called when knocked out (crew member only).
        onPathUpdate - called when the path is re-calculated.
        onPathTargetReached - called when the current movement target is reached.
        addStatusEffect - adds a status effect to the actor/crew.
        removeStatusEffect - removes a status effect.
        clearStatusEffects - clears all status effects on the actor/crewmember.
        hasStatusEffect - checks to see if a status effect exists on the actor/crew.
        getRemainingStatusTime - gets the remaining time on a status effect.

        onResourceGathered - called when a resource is about to be gathered. Can modify the total.
        onGetResourceGathered - called when the game is looking up what resource should be gathered.
        onResourceGenerated - called when a resource is about to be generated. Can modify the total.
        onGetResourceGenerated - called when the game is looking up what resource should be generated.
        onGetBuildMaterials - called when the game is looking up build materials for a building. Can modify the results.
        onCrewMemberRevived - called when a crew member is revived.
        canCrewMemberBeRevived - called when the player attempts to revive a crew member.

        onBuildComplete - called when a building’s construction is complete.

        When specifying crafting properties for an item, multiple buildings can now be set.
        The dev tools lua editor now supports code snippets.
        Lua scripts can now query the elapsed and remaining time at the current stop.
        Lua scripts can now set the tick rate of the timer, including allowing it to tick upwards.
        Calamities can set whether or not to allow crew customization. Setting this to false will disable it as an option for a random calamity.
        The dev tools can now register status effects.
        Similar to illnesses, these status effects can be applied to actors and crew, and can be used as temporary buffs and debuffs.
        The Lua API is now documented at
          What would you attempt to do if you knew you could not fail?