New "Random Events" AND Roguelike-Mode Mod!
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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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