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    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!

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    • NuggetsN Offline
      Nuggets FAF Association Board @zopniky
      last edited by

      @zopniky said:

      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!

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      • M Offline
        Machette
        last edited by Machette

        Hello, i was testing this gamemode and i love it. I want to report some bugs that i found.

        1. 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.
        2. This same bug as bug n.1 goes for building RAS Presets in Quantum gates.
        3. 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 !!!

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

          @Machette said:

          Hello, i was testing this gamemode and i love it. I want to report some bugs that i found.

          1. 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.
          2. This same bug as bug n.1 goes for building RAS Presets in Quantum gates.
          3. 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... 🙂

          M 1 Reply Last reply Reply Quote 0
          • M Offline
            Machette @Nuggets
            last edited by

            @Nuggets I mean the Third point is really not a big deal... 🙂 Im sorry 😕 😄

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

              @Machette said:

              @Nuggets I mean the Third point is really not a big deal... 🙂 Im sorry 😕 😄

              Its too late... you have exposed me...

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              • cychwa_klaymbergC Offline
                cychwa_klaymberg
                last edited by

                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...

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                • NuggetsN Offline
                  Nuggets FAF Association Board @cychwa_klaymberg
                  last edited by Nuggets

                  @cychwa_klaymberg said:

                  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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                  • cychwa_klaymbergC Offline
                    cychwa_klaymberg
                    last edited by

                    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.

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                    • NuggetsN Offline
                      Nuggets FAF Association Board
                      last edited by

                      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

                      cychwa_klaymbergC 1 Reply Last reply Reply Quote 0
                      • cychwa_klaymbergC Offline
                        cychwa_klaymberg
                        last edited by cychwa_klaymberg

                        Its true, rerols enabled.
                        Got it, thanks a lot for the answer 🙂

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                        • cychwa_klaymbergC Offline
                          cychwa_klaymberg @Nuggets
                          last edited by

                          @Nuggets said:

                          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.

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

                            @cychwa_klaymberg said:

                            @Nuggets said:

                            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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