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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    New "Random Events" AND Roguelike-Mode Mod!

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    • NuggetsN Offline
      Nuggets FAF Association Board
      last edited by

      Uploaded version 19 with mainly some fixes / clarifications:

      • Fixed the bug where t1 units could randomly have like 15000 hp after the event -99% hp
      • negative HP modifiers now also affect shields
      • Fixed "Mitosis" (dying units split into two lower tier units) not working for air
      • The event that transform all units into "bugs" no longer transform unfinished experimentals into finished monkeylords with % of their health missing
      • All stat modifiers for units now also impact the ACU (exceptions are modification to -HP, because I dont want ACUs to be more easily snipeable)
      1 Reply Last reply Reply Quote 0
      • NuggetsN Offline
        Nuggets FAF Association Board
        last edited by

        V20 with some fixes, new events and the requested range modifier feature.

        Changes:

        • Mass defection (all engineers switch side) is now half as likely.
        • The ghosts (also called Dummy Drone (ZXA0001)) removed from the transformations
        • Static Storm (units standing still take damage over time) removed -> didnt work
        • Commander Meltdown (all ACUs drop to 1 hp) removed -> this event had no real feature except that people randomly die to 1 unit.

        New events:

        • Artillery Barrage - all weapons +100% range.
        • Skirmish Lines - land units -50% range, +50% speed.
        • Fortress Guns - structures +100% range, -30% damage.
        • Overextended - mobile units +100% range, -30% damage.

        New "special events":

        • Defector Vote: Each team gets a vote (with 20 second timer) to choose one teammate to move to the opponent team. This change is permanent.
        • Every Man For Himself: For the duration of this events, teams are disbanded and its a FFA. As soon as the event runs out, everyone is back to their original team.
        1 Reply Last reply Reply Quote 0
        • NuggetsN Offline
          Nuggets FAF Association Board
          last edited by

          Updated this thread to include the "Roguelike Mode" Mod!

          image.png

          Any questions or bug reports regarding that mod can be posted here aswell

          1 Reply Last reply Reply Quote 1
          • cychwa_klaymbergC Offline
            cychwa_klaymberg
            last edited by

            Awesome mod!

            1 Reply Last reply Reply Quote 2
            • NuggetsN Offline
              Nuggets FAF Association Board
              last edited by Nuggets

              Since I have been asked how the rarities work. I thought I post this table as to how the DEFAULT values work.
              2 things to know before hand:

              • there is a lobby setting to decrease or increase the rarities
              • there is a lobby setting to equalize rarities among all players (which means if one player sees a legendary in slot 1, everyone will see a legendary in that slot)

              0559f700-9d6e-4893-8757-7a35deed1d15-image.png

              So as you can see in that ai generated picture, the odds increase over time to stay relevant.

              1 Reply Last reply Reply Quote 2
              • cychwa_klaymbergC Offline
                cychwa_klaymberg
                last edited by

                Is it possible to make the "Air" bonuses category in the lobby settings bannable, just like the "Navy" category?

                NuggetsN 1 Reply Last reply Reply Quote 0
                • NuggetsN Offline
                  Nuggets FAF Association Board @cychwa_klaymberg
                  last edited by

                  @cychwa_klaymberg said:

                  Is it possible to make the "Air" bonuses category in the lobby settings bannable, just like the "Navy" category?

                  Sure its possible to add an option but by removing air AND navy (im assuming for land spam maps) the land buffs are going to get way out of control as there is only structure and land buffs left.

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                  • cychwa_klaymbergC Offline
                    cychwa_klaymberg
                    last edited by

                    ...and also for commanders, and for the economy.
                    Yes, I understand what that implies; nevertheless, we’ll be able to toggle between air on/off and naval on/off. For example, for land wars navy and air doesnt mean something, like as survivors games too.
                    By the way, I haven't seen any bonuses for boosting shields—such as shield radius or shield strength. Do they not exist, or did I just have no luck seeing them?

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                    • NuggetsN Offline
                      Nuggets FAF Association Board
                      last edited by

                      Shield buffs, rerolls, and toggling off air will be implemented with the next update. Im currently thinking about what the shield buffs would look like and what the affect.

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                      • NuggetsN Offline
                        Nuggets FAF Association Board
                        last edited by

                        Time for a big update for roguelike!
                        V13 with:

                        Additions:

                        • Added shield strength and regen modifiers
                        • Added HP regen modifiers
                        • Added build cost decrease / increase (regarding the increase see 3rd lobby option addition further down)
                        • Added economy modifiers
                        • Added rerolls and different ways to gain them (default off)

                        Added these lobby options:

                        • Option to add the ability to gain rerolls, default off (there are 3 different options, check them out in lobby!)
                        • Option to disable bonuses for ai armies
                        • Option to disable air AND navy bonuses
                        • Option to increase unit costs based on the card rewards (on a 10-1 ratio. This means if you gain 40% land damage, your land units will cost 4% more.) Default: OFF (i set the default to off for now, so people dont instantly complain, but i do think this makes sense as to balance it out)

                        Changes:

                        • Unit drops now spawn at the original spawn, not with the ACU
                        • ACU upgrades are no longer offered if you have no ACU (in case of a gamemode where you continue when the ACU dies)
                        1 Reply Last reply Reply Quote 1
                        • NuggetsN Offline
                          Nuggets FAF Association Board
                          last edited by Nuggets

                          I accidentally set the option for increased cost based on the rewards to default on. I will be updating the mod later again to set the default to off.

                          Edit: There were some issues with some settings so I just uploaded V14 with a fix.

                          1 Reply Last reply Reply Quote 1
                          • cychwa_klaymbergC Offline
                            cychwa_klaymberg
                            last edited by

                            I can say without exaggeration that he is one of the best modders I’ve seen in FAF. Maybe not the best, but certainly one of them. He listens to requests and builds in versatility, which is crucial for configuring other mods, maps, and game modes. Hats off to him!

                            1 Reply Last reply Reply Quote 0

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