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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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    • 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

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

          Roguelike v19 is now released! This is all fixed, changes and additions from the experimental version:

          Cards are trades now

          Every card above Common raises one or more stats and nerfs a different stat in the same category. Which stat pays is rolled fresh every time the card is offered, and it is never a stat the card is raising.

          Rate of fire, range, speed and splash are worth roughly three times health, damage, projectile speed and build power, so a nerf on a valuable stat costs proportionally less. No card can charge more than 15 percent, whatever the roll. (Splash is never the rolled nerf)

          Note on this: Its not something like +10% health -10% damage. The buffs will always be higher than the nerfs.

          Classes (default off)

          62 classes, picked once, that change how every future card behaves or gives you buffs in other ways.

          Three modes: Earned offers them at 9:30 weighted by what you have taken, Chosen offers them at 0:20, Random just gives you one at the start of the game.

          Note: They are default off, as I am not 100% sure on the balance of them. I am fairly confident, but this was blocking me from pushing all the other changes and fixes so I thought I would simply have it default off. They work perfectly fine and are fine to use.

          Reset Picks

          A button at the bottom of the stats panel. Wipes every stat you have gained and hands back 75 percent of your picks, one offer at a time. Your class is kept. Usable as often as you like, but each use costs a quarter of what you hold. (Example: If you had 8 cards picked and reset, you will get 6 new picks offered)

          Other changes

          • Build power is now covering everything you own that builds, including mass extractors and radar, not just factories and engineers
          • Tactical missile launchers are now buffed like any other structure. Nuke silos, T3 artillery, the Scathis and the Novax satellite moved under Heavy Artillery (lobby option)
          • Category Affinity (default on): cards from a category you already have become more likely, up to double. Never guaranteed
          • Equal Rarities now has three settings: off, same rarities, or the exact same cards for everyone. Rerolls are also taken into account (So for example if player 1 rerolls, he will see new picks, and if player 2 also rerolls he will see the exact same with "same cards" and only the same rarity with "same rarities" enabled) @cychwa_klaymberg
          • Ground fire shows your real splash radius, including splash you were given (Fixed as reported by @machette )
          • New lobby options: Pick Cost Escalation and Pick Cost Ceiling let you tune how fast buying and mass-killed picks get more expensive
          • Card Downsides can be switched off entirely for pure upside (in case you want to go crazy with stats. I assume this will be useful in modded games)
          • Fixed: economy cards no longer reset RAS income on commanders
          • Fixed: Unbuilt units / Experimentals / buildings would get the HP buff applied while under construction and thus increasing the progress. Now buffs are only applied to completed units.
          • Removed: Large Buffs Increase Costs (lobby option)
          • Probably also other changes / fixes I forgot!

          Anyway, dont forget to only host on the newest version to prevent desyncs!

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

            Uploaded V20 with some minor fixed that were reported (long term issues, not caused by the most recent release):

            • Fixed structure / unit discount not applying
            • Fixed some units getting their rate of fire capped because of fixed reload time
            • Fixed starting vet from buffs being capped
            1 Reply Last reply Reply Quote 0
            • cychwa_klaymbergC Offline
              cychwa_klaymberg
              last edited by

              Hello! After playing a few games on the new patch, I noticed the following:

              1. The "Same rarity" setting for cards isn't working. This might depend on the class or the cards players choose during the game... but even a reroll changes the slot rarity, whereas the slot rarity shouldn't change. The "same cards for everyone" option isn't working either. I haven't received any official feedback, but I suspect this is the case—the difference in stats between us was simply too large.

              2.Towards the end of the match (about an hour in), my tanks stopped dealing damage to Tier 3 artillery, and shortly after, to enemy engineers as well. They would fire, and the shell would land and explode (causing area-of-effect damage), yet no damage was actually dealt. I’m not sure if this affected all units... but eventually, the same thing happened to another player. So now, my tanks are unable to kill units belonging to two different players...

              1. Cybran T3 artillery has started behaving strangely with the range bonus. Sometimes it fires, sometimes it doesn't...
              NuggetsN 1 Reply Last reply Reply Quote 0
              • NuggetsN Offline
                Nuggets FAF Association Board @cychwa_klaymberg
                last edited by

                @cychwa_klaymberg said:

                Hello! After playing a few games on the new patch, I noticed the following:

                1. The "Same rarity" setting for cards isn't working. This might depend on the class or the cards players choose during the game... but even a reroll changes the slot rarity, whereas the slot rarity shouldn't change. The "same cards for everyone" option isn't working either. I haven't received any official feedback, but I suspect this is the case—the difference in stats between us was simply too large.

                2.Towards the end of the match (about an hour in), my tanks stopped dealing damage to Tier 3 artillery, and shortly after, to enemy engineers as well. They would fire, and the shell would land and explode (causing area-of-effect damage), yet no damage was actually dealt. I’m not sure if this affected all units... but eventually, the same thing happened to another player. So now, my tanks are unable to kill units belonging to two different players...

                1. Cybran T3 artillery has started behaving strangely with the range bonus. Sometimes it fires, sometimes it doesn't...

                To 1) it does work, but maybe not as you expect. A reroll WILL show you different rarities, but everyone who rerolls aswell in that pick, will see the same as you. Same for "same cards". I have played multiple games with this and can 100% say this works.
                The one thing i will check is how classes affect it.

                1. Please send me the log of that game.

                2. its unfortunately an engine limitation that some units cant shoot that far with range buffs. With mobile arty you will see this almost immediatly with a range buff. I expect static arty to not be much different.

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

                  @Nuggets said:

                  its unfortunately an engine limitation that some units cant shoot that far with range buffs. With mobile arty you will see this almost immediatly with a range buff. I expect static arty to not be much different.

                  I think you know more than I do, but I’ll ask out of curiosity. Is this due to the limitations of the projectile blueprint?

                  Unfortunately, I can't share the battle log right now—I'm not at home and am using a different device. However, if you're interested in the nonsense we get up to, here is the replay.

                  https://replay.faforever.com/27714707

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

                    log where tanks not damage (problem start at 50:50 game time)
                    https://drive.google.com/file/d/1NzI_xxYk50Srlkfv2PClB0HKuwcY5TGa/view?usp=sharing

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

                      Hello, i just played as "Duplicator" class and the duplicate (take twice) option doesnt work.
                      It seems like the button doesnt react. The card is taken one time as usuall without the "Duplication" not being used and remains there.

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

                        Thanks for the report @machette . Got a fix for that ready.

                        Regarding the game and log you mentioned @cychwa_klaymberg i cant actually see anything that could have caused this so i cant even say if it was the roguelike mod. Did you have some insane modifiers that could have broken something?
                        I will need to watch the replay but dont habe time today

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

                          I’m not sure. I had invested heavily in range, fire rate, and damage. The tanks were firing flawlessly—no misfires, and the shells were reaching their targets and exploding (these are slow-firing tanks, not ones that shoot a million rounds a second). Yet, damage was registering on one player but not the other. A couple of minutes later, damage stopped registering on the second player as well.
                          You can see this start at the 50:50 mark of the match.

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

                            Sent you a pm with stuff to check.

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

                              I found another bug. While bulding units in factories, adjacency bonuses from generative building dont apply (Mass fabs, power gens). Its not feature of upgrade for the adjacency to be turned off its enough to have rogue mod on. I was laways wondering why my air grid takes 60k energy/s while being mashed with T3 gens..

                              1 Reply Last reply Reply Quote 0
                              • Chenbro101C Offline
                                Chenbro101
                                last edited by

                                Im not sure the projectile speed buff work. I increased range and projectile speed, but past a certain range some units wont fire. Could be something else Im missing.

                                NuggetsN 1 Reply Last reply Reply Quote 0
                                • NuggetsN Offline
                                  Nuggets FAF Association Board @Chenbro101
                                  last edited by

                                  @Chenbro101 said:

                                  Im not sure the projectile speed buff work. I increased range and projectile speed, but past a certain range some units wont fire. Could be something else Im missing.

                                  As I have said a few time, some units cannot benefit from a lot of buffed range as the turret simply cannot aim that way. Projectile speed gets applied AFTER the projectile has left the weapon, hence why it doesnt help range. But projectile speed itself works perfectly fine, just not the way you expect.
                                  It is not possible to change the projectile speed of the weapon so that it could shoot further, thats a game limitation.

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

                                    Updated Roguelike Mode to v21 with the following changes / fixes (I also updated the experimental changes version with this, but there is currently nothing new in there):

                                    • Fixed factory adjacency breaking with specific buffs
                                    • Fixed SMDs missing with too much firerate
                                    • Changed the available starting "buy" prices for buffs
                                    • Fixed static mass increases not impacted by the lobby option that modifies economy buffs
                                    • Removed the economy buffs that give +45 and +20 mass income (static)
                                    • Changed the economy buff that gives +8 into +10 and made it rare and only be able to show within the first 10 minutes
                                    • The panel (stat panel and "buy" panel) now remember their positions between games
                                    1 Reply Last reply Reply Quote 1
                                    • N Offline
                                      Nomander Balance Team
                                      last edited by

                                      I noticed a while back that resource production buffs aren't applied to RAS SACU.

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

                                        @Nomander said:

                                        I noticed a while back that resource production buffs aren't applied to RAS SACU.

                                        They should be. Only in the earlier versions of the mod they werent. But I will watch out for this in the next game

                                        Dragun101D 1 Reply Last reply Reply Quote 0
                                        • NuggetsN Offline
                                          Nuggets FAF Association Board
                                          last edited by Nuggets

                                          ANOTHER update... heres v22:

                                          • Changed the rare buff with +10 mass income to only give +1,5% building cost instead of 5% (when card downsides are enabled)
                                          • Nerfed the speed stat (as in, nerfed the gain)
                                          • Shield buffs now also increase shield radius (i felt like shield buffs were too weak)
                                          • Fixed the % buff for regen (multiplicative) not actually applying / working

                                          Edit: And also here v23/v24:

                                          • changed the shields buffs again: Now only the legendary upgrade gives additional radius (otherwise it could be considered a nerf if it gets too big)
                                          • fixed wording regarding the shield radius increase on the card
                                          • 21 classes removed (mainly because of the affinity system (categories you own become more common) made these irrelevant or lame)
                                          • 5 classes rebalanced

                                          With this we are down to 39 classes. Here are the classes for those interested:

                                          Aegis - Shield radius is 50 percent larger. Shield cards are 1.25 times as likely to be offered.

                                          Amphibious - Land cards also apply to naval units at 30 percent.

                                          Anchor - Health cards 20 percent stronger. Health is never the stat that gets nerfed.

                                          Artillerist - Range cards 20 percent stronger. Splash cards 20 percent stronger. Speed cards 40 percent weaker.

                                          Ascetic - 2 fewer cards per offer. Your first card is one rarity higher.

                                          Assembly Line - Every 8th unit you build refunds its full mass cost.

                                          Bankroll - Every pick grants 800 mass.

                                          Berserker - Damage cards 30 percent stronger. Health cards 20 percent weaker.

                                          Bombardier - Splash cards 50 percent stronger. Damage cards 15 percent weaker.

                                          Bulwark - Health cards 25 percent stronger.

                                          Coinflip - Every card is a coin toss: +40 percent or -30 percent, decided on pick.

                                          Diviner - Every second offer is guaranteed at least one card of Rare or better. The offers in between roll normally.

                                          Doubler - Every 10 picks you take a second card from the same offer.

                                          Duelist - Damage cards 10 percent stronger. Negative effects are reduced by 25 percent.

                                          Duelist's Edge - Your commander deals +100 percent damage to everything except other commanders.

                                          Duplicator - Once per game, a TAKE TWICE button appears above TAKE on every card. Use it on any card and that card is applied twice. It disappears once spent.

                                          Elite Cadre - Units have +20 percent health and damage and cost 15 percent more, all multiplicative.

                                          Energist - Economy cards no longer cost you any energy, and economy cards are 30 percent more likely to be offered.

                                          Field Command - Support commanders receive commander cards at 40 percent.

                                          Field Medic - Units near any of your engineers regenerate 1.5 percent of their own health every second.

                                          Gambler's Ruin - All negative effects are doubled. All cards 30 percent stronger.

                                          Garrison - Land cards also apply to structure units at 40 percent.

                                          Gemini - A second commander is built beside your own the moment you take this. Both have 50 percent less health, applied on top of your commander health cards rather than instead of them.

                                          Glass Cannon - Damage cards 60 percent stronger. Health cards 50 percent weaker.

                                          Gunner - Rate of fire cards 30 percent stronger. Range cards 25 percent weaker.

                                          Impulsive - The first card in every offer is +30 percent, every other card -15 percent.

                                          Ironclad - Health cards 10 percent stronger. Negative effects are reduced by 25 percent.

                                          Miser - Cost cards 50 percent stronger. Mass cards 40 percent weaker. Cost cards appear 1.3 times as often.

                                          Prospector - Units you destroy leave 25 percent more mass in their wreck. Wrecks from anyone else are unaffected.

                                          Prototyper - The first time you build each type of unit, that one starts at full veterancy. Experimentals included.

                                          Purist - If every card in an offer buffs the same category, all of them are upgraded one rarity.

                                          Reanimator - One in ten of your destroyed units returns at half health.

                                          Roulette - Card values are randomised between 50 and 150 percent on pick.

                                          Scrapper - Your destroyed units refund 10 percent of their mass.

                                          Skirmisher - Speed cards 25 percent stronger. Health cards 20 percent weaker.

                                          Steadfast - You never get any negative effects. All cards 30 percent weaker.

                                          Surgeon - Regeneration cards 50 percent stronger and 1.4 times as likely to be offered.

                                          Swarm - Units cost 20 percent less. Units have 15 percent less health. Both multiplicative.

                                          Veterancy Corps - Your units earn veterancy 50 percent faster.

                                          Wildcard - Every offer has one extra card that is face down. It can be any rarity and you only find out what it is after taking it.


                                          Reminder that classes are default off as I am still not confident on the "balance" of them.

                                          F 3 Replies Last reply Reply Quote 0
                                          • cychwa_klaymbergC Offline
                                            cychwa_klaymberg
                                            last edited by

                                            As always, I’m glad to see the mod evolving, improving, and introducing new features!

                                            In my opinion, Duplicator is a very weak class... sure, it might work—say, to boost a legendary economy card—but it might also fail, leaving you stuck with whatever you get...

                                            Also, wouldn't you want to add rerolls for getting the class?

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