New "Random Events" AND Roguelike-Mode Mod!
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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.
Some roguelikes bias rolls towards what your "build" is. I think combining that with general purpose upgrades (eco) would make picks more interesting.
You could even track what units the player has built recently to determine the build. -
Okay tons of changes were just uploaded in V7 to the experimental version:
- Lots of rebalancing (tons of small changes and fixing some issues that popped up with the new debuff system)
- Tons of fixes regarding the classes
- 4-5 classes removed
- 1 new class added
- Removed lobby option that increased unit costs based on buff amount -> no longer needed with the new system
- Added lobby option to disabled debuffs (cards will only be positive), default off
- Added lobby option to modify the scaling of buying buffs (and for the "mass killed" option)
- Added lobby option to set a cap on the cost of buying buffs (and for the "mass killed" option)
- Implemented the "Category Affinity" Option: Every card you pick of a category, makes that category appear slightly more often (capped)
- Lobby option to disable the affinity system (default the Affinity system is enabled)
- Added a "Reset" button in the stats window: ONCE per game you can click the reset button (it will ask for confirmation after you click it) to reset ALL your picks and receive 75% of them back as new picks (so if you reset with 4 picks, you will get 3 new ones).
- Fixed timer not being synced to gametime
- ACU buff cards now also include debuffs
- Fixed RAS on SACUs resetting after picking a mass %-buff upgrade.
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Still think SACU's should get ACU buff although obviously at maybe 10%, that way com buffs still are usefull mid to late game.
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Still think SACU's should get ACU buff although obviously at maybe 10%, that way com buffs still are usefull mid to late game.
Well I think thats just too inconsistent / hard to track for the player how those buffs even appeared. Also I think SACU are already VERY powerful and don't need more buffs.
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New patch based on gameplay from today and me checking all the classes again based on how they actually balance out ingame:
- Removed 31 classes
- Changed / Rebalanced 23 classes
Now the class count sits at 85
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Still think SACU's should get ACU buff although obviously at maybe 10%, that way com buffs still are usefull mid to late game.
Well I think thats just too inconsistent / hard to track for the player how those buffs even appeared. Also I think SACU are already VERY powerful and don't need more buffs.
The problem I have at the moment, if i venture into ACU upgrades at some point it just doesnt become viable anymore to use ACU. Because percies out there walk around with 30K HP and deal over 4k damage. And all I have against that is a single com. I could then also spec into land, but I will be woefully behind and will never catch up anymore.
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Thats what the reset feature is for!
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First: amazing work insane. This is the most fun I've had in FAF for a long time. Please do more or share your process of coming up with the idea altogether.
Chiming in to quickly bug report that the Gemini class did not result in an extra commander but it reduced my commander's health appropriately. Replay at https://replay.faforever.com/27656374
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First: amazing work insane. This is the most fun I've had in FAF for a long time. Please do more or share your process of coming up with the idea altogether.
Chiming in to quickly bug report that the Gemini class did not result in an extra commander but it reduced my commander's health appropriately. Replay at https://replay.faforever.com/27656374
Yeah i had that issue aswell, the same day you played this game i fixed that and it "should" work. That was played on v7 and we are now at v10.
Well all I'm really doing at the moment is balancing / removing classes. Because even though I thought they are fine, they are kinda all over the place with the balancing.
We are now down to 68 classes! -
Hello, i was testing this gamemode and i love it. I want to report some bugs that i found.
- When there is unit health buff (tested for land and air), when building experimentals, like Ashwasa, GC or Ythota, the HP bar starts at base halth and jumps to modded health during bulding effectivelly generating free mass since this modded health jump is counted as builded. (Like, when building Ythota, it will jump from 20k/67k to 60k/107k which grants % builded for free.
- This same bug as bug n.1 goes for building RAS Presets in Quantum gates.
- Added splash for Air units is working but is not properly drawn when using ground attack.
Version of mod: Roguelike Mode
Edit:. GJ its insanelly fun gamemode !!!
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Hello, i was testing this gamemode and i love it. I want to report some bugs that i found.
- When there is unit health buff (tested for land and air), when building experimentals, like Ashwasa, GC or Ythota, the HP bar starts at base halth and jumps to modded health during bulding effectivelly generating free mass since this modded health jump is counted as builded. (Like, when building Ythota, it will jump from 20k/67k to 60k/107k which grants % builded for free.
- This same bug as bug n.1 goes for building RAS Presets in Quantum gates.
- Added splash for Air units is working but is not properly drawn when using ground attack.
Version of mod: Roguelike Mode
Edit:. GJ its insanelly fun gamemode !!!
Hey! Thanks for enjoying the mod.
1 & 2 are fixed in the experimental version, depending on how long the experimental stuff will stay in experimental I might have to do the patch for the "normal" roguelike aswell.
3) Yeah I noticed that aswell (well, i also know why it is this way), but I was too lazy to fix it because noone has pointed it out before. Now I guess I have to...
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@Nuggets I mean the Third point is really not a big deal...
Im sorry

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Hi there!
I’m writing about the Roguelike mod. Yesterday, we played a few games with the "Same Rarity" option enabled; afterwards, the guys shared what drops they’d received, and it turned out that the yellow cards had dropped differently for everyone... -
Hi there!
I’m writing about the Roguelike mod. Yesterday, we played a few games with the "Same Rarity" option enabled; afterwards, the guys shared what drops they’d received, and it turned out that the yellow cards had dropped differently for everyone...It only equalizes rarity, not the exact cards. So the legendaries (yellow) can ne different for everyone.
Currently there is no setting to offer the EXACT same options. Personally i also dont see the point in that, but it can be added..Edit: The equal rarities didnt take rerolls into account. This will be fixed in the next version. Also a setting that gives everyone the exact same cards will be in the next version.
I will probably merge the experimental changes into the "normal" version this week. Classes will be default disabled, even though i think they are fairly balanced now.
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The translator must have gotten it wrong.
It specifically refers to cards of different rarities.
For instance, one player said they got one yellow card, I got three in a match, and another said they got five. -
If rerolls were enabled it could have happened. As i said, i forgot to account for rerolls because at the time of implementing this feature rerolls didnt exist yet. So if someone rerolled it ignored the "same rarity" setting and everyone had their own pool in that reroll.
Anyway it will be fixed as soon as a i merge the experimental version with the default version. I expect this to be thursday. If you want to use the setting before then i recommend you disable rerolls
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Its true, rerols enabled.
Got it, thanks a lot for the answer
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Anyway it will be fixed as soon as a i merge the experimental version with the default version.
Still, could you apply the changes to this mod as well? I like the current version as it is—except, of course, for the fact that cards of the same rarity don't work with the reroll.
The changes from the experimental will be merged to the normal version. The biggest change for you will be how the negatives work. But you can disable negative effects via a lobby option
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