Rogue Company Season 4 update adds new map, battle pass rewards

Rogue Company Update Patch Notes Header

Rogue Company Season 4 is finally here, adding a new map to the multiplayer shooter as well as a fresh battle pass loaded with rewards. Players should also note that ranked play has been reset for the new season.


Developer First Watch Games has rolled out a title update to accompany Rogue Company Season 4. It comes with a list of a changes across the game, tweaking weapons, Rogues, and other elements while stamping out some pesky bugs.

Ronin has also undergone a makeover with a character model visual update. Another highlight worth picking out is how XP boosts have changed – the timer on these will no longer run down when in a lobby queueing, letting players get more bang for their Rogue Bucks. See further down for the full patch notes.

Rogue Company Season 4 – dubbed Sinister Shadows – adopts a dark, macabre theme. Sure, Halloween might have been last month, though fans will want to get their hands on some of the spooky outfits and skins for Rogues such as Dahlia and Anvil. There are 50 battle pass rewards in total with two premium bundles priced at 1000 and 2000 Rogue Bucks respectively, adding some extras boosts and bonuses.

Rogue Company Season 4 Patch Notes



Shotgun balance is challenging to get right; they can either feel too strong or too weak. Currently, grazing an enemy player with a shotgun can deal single-digit values, while full-on headshots are tremendously rewarding. These changes aim to make shotguns more consistent and reliable by shrinking the range of damage dealt per pellet.

For example, with the new Striker changes, your first pellet will deal 40% of the total damage dealt, the following four will add 10% each (totaling 80% of full damage), and the final three pellets will account for the remaining 20%. In summary, partial hits will do more damage with the new system, but we’ve reduced the damage of full hits to compensate.


  • Base and upgraded fire rates reduced
  • Hipfire accuracy reduced
  • Damage falloff increased in first and second falloff ranges
  • Damage range increased by 1 meter


  • Range reduced by 1 meter
  • Headshot damage reduced from 125 to 110
  • Bbody shot damage reduced from 88 to 75

S12 Tactical

  • Headshot damage reduced from 96 to 75
  • Body shot damage reduced from 70 to 60

Striker 8×10

  • Headshot damage reduced from 80 to 64
  • Body shot damage reduced from 64 to 52
  • Level 1 Upgrade no longer provides a damage increase

Sniper Rifles

We received a mixed bag of feedback on the scope changes. Some of you liked it, some of you didn’t, some of you were indifferent. As a result, we’ve decided to revert this change for the time being until we implement a toggle zoom on this weapon.

LR15 Fullbody

  • Reverted scope zoom change



  • Base magazine size increased from 6 to 8
  • Upgraded magazine size increased from 8 to 10



The MAW is a fast-firing, high damage weapon that is difficult to control. We want to make sure that it feels unique in that role, especially compared to its more accurate cousin, the Conviction LMG. This change will help the Maw be a bit scarier at range, which is justified because it is already difficult to control in long-distance fights.

  • Damage falloff reduced


The MX-R is a fast-firing DMR that’s at its best when you’re able to land at least one headshot during a fight. These changes will help the gun stay more accurate throughout a fight, making hitting that critical headshot more reliable.

  • Maximum bloom reduced
  • Bloom per shot reduced
  • Bloom recovery time reduced

Assault Rifles

  • Range reduced by 2 meters for the whole class
  • Maximum damage falloff range reduced by 2 meters


The KA30 is performing well statistically and has been a topic of community discussion at high levels of play. We will continue to monitor the strength of this weapon closely to see if further adjustment is warranted.

  • Headshot damage reduced from 31 to 29



  • Level 1 Upgrade improved
  • Added “ready your weapon faster after sprinting”


  • Level 1 Upgrade improved
  • Damage range increased


  • Level 2 Upgrade improved
  • Damage range increased

A3 Salvo

  • Level 2 Upgrade improved
  • Ready Weapon Faster after Sprinting


  • Level 1 Upgrade improved
  • ADR movement speed increased
  • Level 2 Upgrade improved
  • Range increased on the “Improve damage range” upgrade


  • Smoke grenades should no longer get destroyed by Molotovs


  • Level 2 Upgrade now increases damage from 150 to 175

Mirv Grenade

  • Level 2 Upgrade now increases radius from 3 to 3.25 meters
  • Level 2 Upgrade now increases outer damage from 40 to 50

Semtex Grenade

  • Level 2 Upgrade now increases base damage from 100 to 125

Active Protection System

  • Level 2 Upgrade now increases the number of projectiles that can be neutralized by 1 for a total of 2


Padded Steps

  • Cost increased to $5000

Nimble Hands

  • Cost decreased to $3000


Currently, poke damage dealt from long range is often negated by natural health regeneration before a player can take advantage of this opening. This change to natural health regeneration will improve the viability of longe range weapons such as sniper rifles and DMRs.

  • Delayed health regeneration of all rogues by 2s


  • Ronin has received a visual update


This has been a much-requested change from players, and we agree: Saint’s Drone is much easier to counter than Dahlia’s revive and thus should have access to the fastest revive speed perk available.

  • Now has Lifeline instead of Tracker Rounds
  • Now has Stalker instead of Helping Hand


Talon revealing enemy players on his team’s minimap is strong, but a true reveal is more substantial and compelling. We’ll be experimenting with rebalancing this ability’s radius along with other factors and monitoring Talon’s performance closely.

  • Radar dart will now reveal enemies within its radius


  • Account boosts (such as XP Boosts) will no longer run down while you are in the lobby or in queue for a match


  • [Nintendo Switch] Fixed an issue in the lobby that caused poor performance
  • [Nintendo Switch] Fixed an issue where players would crash when switching sides in Ranked
  • [Nintendo Switch] Fixed an issue with the Tyr that would occasionally cause crashes
  • [Xbox One] Fixed an issue where players occasionally experienced a loud buzzing in the lobby after a match
  • Fixed an issue where players received a permanent “Immune” status when downed
  • Fixed an issue where occasionally the wrong player would be marked with the bomb symbol in Demolition
  • Fixed an issue where players could not return to the main menu after surrendering in a solo King of the Hill lobby
  • Fixed an issue where friendly nameplates would occasionally not appear
  • Fixed an issue where Gl1tch could not hack sticky sensors
  • Fixed an issue that caused Saint’s ability to go on cooldown and never deploy the drone if used when dodge rolling
  • Fixed an issue where Sledgehammer Mastery wraps did not show in preview
  • Fixed an issue where Cannon would be placed in an unusual state when downed while using Gatling Gun
  • Fixed an issue on Windward where players could be damaged in cover
  • Fixed an issue where aim assist would drift off the target when swapping shoulders
  • Fixed an issue where Cannon’s ability icon would not correctly display if hacked by Gl1tch while using his Gatling Gun
  • Fixed an issue where weapons would go missing when previewing the mastery emote
  • Fixed an issue where Mack’s Lightbomb would deal damage when a melee weapon was used in the Lightbomb AoE
  • Fixed an issue on High Castle that prevented players from defusing the bomb if planted by the trash cans
  • Fixed an issue where the spin-up prompt would remain after using Gatling Gun on Cannon
  • Fixed an issue where the Gatling Gun would not mount properly on concrete dividers
  • Fixed an issue where the Gatling Gun mounted on Anvil’s Barricade would float after the barricade was destroyed
  • Fixed an issue where the camera would not follow Cannon when he was crouching with Gatling Gun
  • Fixed an issue that caused Runway’s VO to play each time the Runway player swapped spectated teammates after being eliminated
  • Fixed an issue where players would receive a second invite when the lobby leader created a custom lobby
  • Fixed an issue where players would occasionally be unable to ban or select Rogues in custom or Ranked matches
  • Fixed an issue where players would receive an “Out of Bounds” warning when jumping on boxes in Favelas
  • Fixed an issue where tripmines failed to deal damage if approached from behind
  • Fixed an issue where the “Open Store” message in the Chimera would overlap accolades, such as kill streak notifications

When we first played Rogue Company at launch back in 2020, we were left pretty impressed. A third person hero shooter with a tactical edge, it has received numerous updates and expansion since launch, introducing a slew of maps, characters, and modes. Better yet, it’s still completely free-to-play.

“In short, Rogue Company should definitely be on your radar. It offers a slightly more accessible gateway into this brutal shooter subgenre, but manages to do so without losing any of its strategic depth. Early access is now available when purchasing one of the three founder’s packs though Hi-Rez have confirmed that Rogue Company will be free-to-play at launch.”

Source: Press Release

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Senior Editor bursting with lukewarm takes and useless gaming trivia. May as well surgically attach my DualSense at this point.