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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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    • 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.

                      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

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                        • 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.

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