New "Random Events" AND Roguelike-Mode Mod!
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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 -
I love the mod in general, two things I dislike are:
- I feel like too often there is clearly "one best option" in the selection and that takes away choice. I don't know how to best fix that, only thing I can say is that in most other games I think a lot more about my selection.
- The -25% land speed is quite toxic as an option, while everything is a tradeoff, this option just makes the game less fun to play, having +10% range and + 20% dmg with -25% speed just makes the game less interactive for everybody.
Also we paused the game during the class selection because the entire lobby was overwhelmed by the wall of text. Maybe autopause the game here for 10s.
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I tried out the experimental mod in the sandbox a few times. In my view, the bonuses and penalties look good; you can use them to offset negative effects and, on paper, end up with no negative modifiers for your doctrine. Or you can make a trade-off, sacrificing one thing for another. You can apply this to specific units to boost their strengths.
However, there are still a couple of points that left me a bit puzzled.
In any case, the available cards sometimes force you to choose a card with better stats rather than one that aligns with a specific doctrine.
For example, you might get a legendary card that boosts turret damage and range, and it would be far more powerful than a card tied to your chosen doctrine (such as one for ground forces).I’m not sure what form this mod was originally intended to take. However, I think it would be great to somehow encourage the player to focus on a specific playstyle, even if it isn't the most profitable option at the moment compared to others.
For instance, there could be a counter tracking selected cards of a specific type, along with a bonus that scales based on that counter. That way, I’d be inclined to stick to one—or perhaps a few—specific doctrines, even if another doctrine offered a stronger base bonus. As an alternative, the counters could even be tied to specific card classes. -
What a player picked is already being tracked. Cards right now are completely random, because when the cards were positives only it would have been OP to only (or mostly) get cards of the domain you are focusing on.
Now that there are negative to the cards i am fine with impacting the cards with what you have picked. But the problem with that is that if you want to shift your focus, its going to be way harder. But i guess thats a rare use case.
This would fit good together by a request i got from Deli (if you dont know him, ive seen him described as 2k neanderthal) for a "reset" button that resets ALL your picks and then you get like 75% of your picks back (as new card picks being offered)
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I love the mod in general, two things I dislike are:
- I feel like too often there is clearly "one best option" in the selection and that takes away choice. I don't know how to best fix that, only thing I can say is that in most other games I think a lot more about my selection.
- The -25% land speed is quite toxic as an option, while everything is a tradeoff, this option just makes the game less fun to play, having +10% range and + 20% dmg with -25% speed just makes the game less interactive for everybody.
Also we paused the game during the class selection because the entire lobby was overwhelmed by the wall of text. Maybe autopause the game here for 10s.
Regarding 1) yeah not sure. Thats kinda what the lobby option for rerolls is for
And regarding 2) well.. not sure what to do about it. Sure i can initiate a pause, but idk how to enforce it, so anyone can just unpause.
Also for the lobby option that you get your class at the start of the game i put it at 20 seconds, so it happens after you placed your factory and gave some commands.
I wouldnt really call the classes a "wall of text", but yes they all have a description in text form. I could remove the timeout from the class selection so you can think as long as you want.
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