New "Random Events" AND Roguelike-Mode Mod!
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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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Anyway...
I am not going to post all the small changes and fixes im doing for the experimental mode, but 2 big things that are nice QoL:- The stats panel now auto-hides not modified stats (to not be huge). You can click the checkbox in the stats panel to undo that and show everything
- When watching replays (and switching between players ingame) the panel now updates instantly
I am not sure how long I will keep all this stuff in experimental. I will probably wait to merge everything (which will probably be a couple of weeks)
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played the experimental, I do not like the negatives for the same domain. Getting 15% land damage but -15% health kinda makes the upgrade worthless. Classes are interesting though
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The idea behind it, is that there are actual differences between land players. Its not just "i see positive stat, i take positive stat". Now you actual have to decide what you want to focus on.
Sure, in your example, in a straight up fight, it makes no difference, but you having more damage makes you better at raiding for example. And this way stats like range or rate of fire are not always auto picks if you dont want to nerf stat xSaying that there will still be a lobby option to disable negative effects, but default it will be on.
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Yeah, i get that in theory, but in practise it was kinda like well these arent really upgrades. I think the negatives where too big, like a 15% increase should not come with a 15% decrease for something else. 15% increased damage and 15 decreased ROF just basicly means the upgrade is nothing. It basicly turned out it was better to take common upgrades so you dont get negatives heh.
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Yeah that example is probably just a negative. But thats the fault of rate of fire (or range) just being he way better stat.
I think i will change it that rate of fire, range, AoE and speed are worth 3 times as much as the others
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