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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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    • N Offline
      Nomander Balance Team Team Lead
      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?

            1 Reply Last reply Reply Quote 0
            • F Offline
              Firv @Nuggets
              last edited by

              @Nuggets said:

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

              shouldnt it also be the opposite?

              1 Reply Last reply Reply Quote 0
              • F Offline
                Firv
                last edited by

                also when rerolling, i think you should keep the same rarities

                1 Reply Last reply Reply Quote 0
                • F Offline
                  Firv @Nuggets
                  last edited by

                  @Nuggets said:

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

                  also this one is kinda weak

                  1 Reply Last reply Reply Quote 0
                  • F Offline
                    Firv @Nuggets
                    last edited by

                    @Nuggets said:

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

                    ❤

                    1 Reply Last reply Reply Quote 0
                    • Dragun101D Offline
                      Dragun101 @Nuggets
                      last edited by

                      @Nuggets

                      That due to how RAS Enhancements are handled, assuming your mod is changing eco stats the “normal” way, it won’t affect RAS due to being coded script level/on a different place in in fhe Unit BP

                      I’m a shitty 1k Global. Any balance or gameplay suggestions should be understood or taken as such.

                      Project Head and current Owner/Manager of SCTA Project

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

                        I am aware and as i said believe i fixed this long ago. At least it was working at some point. I havent trsted it the last couple of days though because i forgot

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

                          New update for... Random events! (v23):

                          I (and others) felt that many of the events were lame, unbalanced and punished the losing player too much. Especially with the Roguelike mod all the stat changes were nothing special anymore so I wanted to move away from them and go into more truly... random... events. In my mind this mod is supposed to create chaos and often times it did, but also often times it was just unfair or "boring" stat modifiers that might not be relevant.
                          So here are the changes:

                          • 47 events removed (mainly stat modifier events)

                          • 13 new events added

                          • 19 events changed / adjusted

                          • There is now a "protected buildings" category, which prevents buildings such as T2/T3 Pgens, HQs, SMD, Nuke, Game ender and T3 arty (not sure if I forgot some) from being destroyed or given to hostile AI from events.

                          • Additionally the bug that you could build t2/t3 factories without its required HQ after a "tech lockout" has been fixed.

                          • Created my own "mobile bomb" unit which is essentially the old beetle with cloak as the new beetle did not fit into my idea for the events (and is lame!). The custom bomb unit has 101 HP, cloak, no e drain and is amphibious. It cannot be made by players.

                          • Updated / changed the logic when and how hostile units are given commands to attack targets. No longer will there be idle units after a while.

                          Additionally I have updated the post (near the top) with what current events exist. There are currently exactly 100 events.


                          I have seen your messages regarding the classes @firv and @cychwa_klaymberg and I agree. I will look into those next week.

                          1 Reply Last reply Reply Quote 1
                          • F Offline
                            Firv
                            last edited by

                            Defector vote is kek lol. I want that to happen so much XD

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

                              Hello!
                              I saw the Russian localization for the mod, and that’s fantastic! However, it creates a problem in international games—specifically when a Russian player doesn't know English, or vice versa.
                              Is there any possibility of allowing each player to choose their own localization at the start of the game? That would be absolutely wonderful!

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

                                I didnt create the russian localization and had no hand in it. I dont really want to translate everything and then work with reports that something is missing or badly translated. Idk if its possible as ui mod maybe?

                                cychwa_klaymbergC 1 Reply Last reply Reply Quote 0
                                • N Offline
                                  Nomander Balance Team Team Lead
                                  last edited by

                                  It's probably extremely difficult as a UI mod if your mod embeds all the strings inside its UI elements' code. The proper way to make it work is to use the LOC function for all relevant strings and prepend each string with <LOC keyName> . After that you don't have to do anything yourself, the modders can add localization to RoguelikeUiLocalizationMod/hook/loc/ru/strings_db.lua

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

                                    @Nuggets said:

                                    I didnt create the russian localization and had no hand in it. I dont really want to translate everything and then work with reports that something is missing or badly translated. Idk if its possible as ui mod maybe?

                                    Oh, I just caught a glimpse of the mod in the repository—that’s all. Personally, the English version suits me perfectly. And yeah, I agree: translation looks like a thankless, insignificant task that hardly anyone really needs

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

                                      Small v25 update for roguelike (and the experimental changes version was also updated, as some people still foolishly use it):

                                      • Fixed SACU and ACU not being impacted by negative energy modifiers (ACU was intentional before, but I decided to no longer exclude it)
                                      • Removed Prototyper class
                                      • Changed Amphibious class to buff land when picking navy instead
                                      • Buffed Regen class: Instead of increasing odds by 1.4x, it is now 1.75x
                                      • Added the ability (requested by @nomander ) to enabled "Autopicks" (checkbox in the stats panel). When this is enabled the mod auto picks the highest rarity option for you. You will NOT see the picks that were offered. You can disable / enable this at any time.
                                      NoRest4TheWickedN 1 Reply Last reply Reply Quote 1
                                      • NoRest4TheWickedN Offline
                                        NoRest4TheWicked @Nuggets
                                        last edited by NoRest4TheWicked

                                        @Nuggets So I have a question. Was the energy production buff removed entirely? I don't ever see it when drawing anymore I just see the mass production buff. which deceases energy significantly. Also, I don't see the mass shards anymore like the paragon fragment. Other than this the structure projectile speed still stops nuke defense from hittiing it's target. Just wanted to say my peace about it

                                        NuggetsN 1 Reply Last reply Reply Quote 0
                                        • NuggetsN Offline
                                          Nuggets FAF Association Board @NoRest4TheWicked
                                          last edited by

                                          @NoRest4TheWicked said:

                                          @Nuggets So I have a question. Was the energy production buff removed entirely? I don't ever see it when drawing anymore I just see the mass production buff. which deceases energy significantly. Also, I don't see the mass shards anymore like the paragon fragment. Other than this the structure projectile speed still stops nuke defense from hittiing it's target. Just wanted to say my peace about it

                                          Hey, yes the energy buff was removed quite a while ago because at the time it was pretty useless. I am now debating putting it back in, but not sure.

                                          I dont remember which one exactly the paragon fragment was (i think the +45 mass?) but yes, that doesnt exist anymore. The static values were either OP early on or useless later on.

                                          Regarding SMDs, yeah I forgot about that. I excluded SMDs from rate of fire but forgot projectile speed. I will fix this in the next patch.


                                          Also I am debating removing projectile speed entirely because many units are not impacted by it, and most units that are impacted are missile related units and then the TMD just cant keep up or do anything. Thoughts on this appreciated.

                                          NoRest4TheWickedN 2 Replies Last reply Reply Quote 0
                                          • NoRest4TheWickedN Offline
                                            NoRest4TheWicked @Nuggets
                                            last edited by

                                            @Nuggets
                                            https://replay.faforever.com/27857107 I only got Structure Rate of Fire Damage Health and Range. I built nuke def and they missed their target again. I used roguelike original mod and ACU BOOST 3X and Barhan ACU Boost and 2x Res and Ras to move the mission along faster to try and see if the projectile speed was the problem, but I think it was either rate of fire or range,

                                            1 Reply Last reply Reply Quote 1

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