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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!

    Scheduled Pinned Locked Moved General Discussion
    104 Posts 16 Posters 1.9k Views 1 Watching
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    • 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

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      • 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.

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        • 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

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          • 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.

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            • NuggetsN Offline
              Nuggets FAF Association Board
              last edited by

              Sent you a pm with stuff to check.

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              • 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..

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                • 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.

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                    • 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
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                      • N Offline
                        Nomander Balance Team
                        last edited by

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

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