FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login
    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!

    Scheduled Pinned Locked Moved General Discussion
    35 Posts 10 Posters 573 Views 2 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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.

            1 Reply Last reply Reply Quote 0
            • 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?

              1 Reply Last reply Reply Quote 0
              • 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.

                1 Reply Last reply Reply Quote 0
                • 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
                      • Z Offline
                        Zopto
                        last edited by Zopto

                        Absolutely love the roguelike mod. Just played a game with some friends and it was great. I plan to combine it next with the battle royale mod for some true fun and chaos. The only thing we were saddened by was the fact that in the Kills + Buy mode, if you bought a pick, the kill mass requirement also went up (notably, the inverse is not true. Kills do not increase the buy cost). Do you think it would be possible to have it so they weren't intertwined? I'd understand if you can't.

                        Regardless, my friends and I love the mod! Can't wait to see more. 😄

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

                          @Zopto said:

                          Absolutely love the roguelike mod. Just played a game with some friends and it was great. I plan to combine it next with the battle royale mod for some true fun and chaos. The only thing we were saddened by was the fact that in the Kills + Buy mode, if you bought a pick, the kill mass requirement also went up (notably, the inverse is not true. Kills do not increase the buy cost). Do you think it would be possible to have it so they weren't intertwined? I'd understand if you can't.

                          Regardless, my friends and I love the mod! Can't wait to see more. 😄

                          Sure, its actually not intended that both requirements rise when one is triggered, so i'll look into it

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

                            @Zopto said:

                            Absolutely love the roguelike mod. Just played a game with some friends and it was great. I plan to combine it next with the battle royale mod for some true fun and chaos. The only thing we were saddened by was the fact that in the Kills + Buy mode, if you bought a pick, the kill mass requirement also went up (notably, the inverse is not true. Kills do not increase the buy cost). Do you think it would be possible to have it so they weren't intertwined? I'd understand if you can't.

                            Regardless, my friends and I love the mod! Can't wait to see more. 😄

                            Also you might be the first person to have actually used the "kills" mod (buffs gained based on mass killed) in an actual game. Any feedback on the balance would be great regarding if the buffs are earned to easy or too hard.

                            1 Reply Last reply Reply Quote 0

                            Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                            Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                            With your input, this post could be even better 💗

                            Register Login
                            • First post
                              Last post