New "Random Events" AND Roguelike-Mode Mod!
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Quick v16:
- Added lobby option to half the structure buffs as requested (so essentially they are like before)
- Adjusted regen gain. Regen gave units only half the amount compared to structures. NOW: equal among all domains and nerved a bit. This means its now a bit weaker for structures and stronger for units.
Reminder for regen upgrades, as people asked: The upgrades for regen give a flat number and a percentage. The percentage is based on what you CURRENTLY have, not base amount. So this can cause regen to increase A LOT.
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Good day! It’s great to see the mod continuing to evolve, gaining new features, and undergoing balancing.
I’ve been thinking and would like to propose a change regarding activation/deactivation and the adjustment of coefficients.
What do you think about slightly reworking the settings for card types and their associated coefficients?For example:
Rouglike Air Cards:
-Off
-Halfed
-Normal
-DoubledRouglike Navy Cards:
-Off
-Halfed
-Normal
-DoubledRouglike ACU Cards:
-Off
-Halfed
-Normal
-DoubledRouglike Utility Cards
-Off
-Halfed
-Normal
-Doubledetc...
I think this will be a perfectly flexible setup for any type of game - from modded ones featuring new units and commanders to turret-less survival games.
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I have uploaded v17 with the following changes / additions:
- Removed "card" that buffed energy output but nerfed mass output
- Changed card that buffs mass output but nerfs energy: the energy nerf is now slightly higher
- Nerved ACU & Health buffs by 25% again and the rest (rof, range,...) by 10%
- Included ACU buffs in the "Opening lockout" lobby option -> this means when enabled acu buffs will not appear within the first 5 minutes.
- Adjusted regen buffs to be closer to the average for being selected as a card
- Fixed ACU und SACU regen resetting when doing commander upgrades and having / getting a regen buff
- Overworked the lobby options: There are now lobby option for each category (Land, Navy, Air, Structures, Unit drops, Resource modifications and Special (Special is Regen and Shield buffs). As requested by @cychwa_klaymberg you can either disable, half or double them (or leave them on normal). This should balance any issues there could be with specific mods.
In addition to that in the next few days I will be uploading "Roguelike Experimental Changes" (or something like that) where I will be testing the first implementations of a buff rework which makes cards buff 1 stat and nerf another in the same domain (for example +20% damage, but -10% health for land or something like that).
What this experimental version will also have is a Class system. Classes will probably be earned (by checking your picks) instead of picked. -
awesome!

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Apparently i broke something regarding the buy option in v17 which caused no cards to be offered.
V18 is now uploaded with the fix. -
Do the SACU's get land buffs or ACU buffs? Could be interesting to give them ACU buffs instead of land. Makes speccing into ACU still usefull late game. Might have to drop the strenght a wee bit though.
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Currently SACU gets buffed by land. Sure i can put it in the acu category, but that would mean i have to nerf acu buffs by a decent amount and thus making them not that relevant for the acu itself anymore.
Its kinda awkward because right now you take land if you want to push on land. With the change i would have to pick acu if i want to go for sacu, but also need land so my units dont completely suck before i get there. -
Well yeah but thats what the com is for right. Maybe make SACU have 50% of the benefits from acu buffs? or maybe even 25%. So yeah you would be relative weak untill you get the sacus out and only rely on your com untill then. But afterwards you still have a use for acu upgrades.
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also fix uef battleships not beeing able to fire at all when you have some ange upgrades XD
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Its an engine limitation. I was working on a fix for all units for this, but it made some units break, others retarded and so on. The uef bs was working and I could implement it just for that unit, but initially i decided against just fixing one unit and left it as is, as its an engine thing.
I might throw it in the experimental version as i dont really want to update the default version with just 1-2 changes / fixes.(It has to do with its turret. Some units are capped by range earlier than others)
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Time to update the engine! Surely we can do that for just a mod right?

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also it feels like billy does not get a damage buff fom acu?
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ehh maybe with insane upgrades, but if you face percies with 20K hp they need 2 billies lol
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Okay, the Experimental Version is now in the vault. Expect more frequent updates here as when I want to fix something minor, I will probably upload it straight away.
Anyway, here are the changes in "Roguelike Experimental Changes"

Rare and Legendary cards are trades
Anything above Uncommon now costs you something. Rare cards touch a single domain: two stats rise, one of them gets nerfed instead, and which one changes every time. Legendary cards raise four stats sharply and nerf one.
Commander cards, unit drops, shields and regeneration stay purely positive. Common and Uncommon are unchanged.
The class system with 122 classes
(yes i know its a lot. I wanted to start with a large number and maybe remove some that just make no sense or are lame)
At 9:30 you pick one class, permanent for the rest of the game. Which ones you are offered is weighted by what you have already taken.
69 of them have a mechanic of their own rather than only moving numbers: extra cards of any rarity, banking a card to swap later, choosing which stat gets nerfed, coin-toss values, units that return after dying, commander auras, free veterancy. Ten of them are Archivists, each unlocking a private pool of 7 cards nobody else can be offered.
Can also be set to offer classes at 20 seconds instead, before you have taken anything.
Balance changes
- Commander cards 10% weaker, splash excluded
- Naval cards 10% weaker
- Regeneration much stronger: flat up by half, percentage up 15%
- Commander cards held back during the opening lockout
Other
Cards show what your class contributed as its own line, so you can see what it is worth on that specific card.
Please report anything broken or unbalanced to me in PM or here if you use this.
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okay after playing with the commander, it feels like it needs a regen buff thrown in warlord too. i had 40K hp and just got melted by a com and 6 riptides. I got saved by an other 40% hp upgrade lol.
But then you get to t3 stage and you got n othing, coz com dies to t3 units still and your own land is catching up.and factory build powerr should just be building buildpower, So that also makes mexes upgrade faster
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shits bugged...
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@knownsniper Please keep it constructive. If something is bugged, explain what happened and how to reproduce it, so the mod author can actually investigate and fix it.
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shits bugged...
In my opinion, everything works well. The author quickly fixes bugs and issues, although I only encountered one problem—and even that was due to a mod compatibility issue.
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