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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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    • NuggetsN Offline
      Nuggets FAF Association Board
      last edited by

      Time for a big update for roguelike!
      V13 with:

      Additions:

      • Added shield strength and regen modifiers
      • Added HP regen modifiers
      • Added build cost decrease / increase (regarding the increase see 3rd lobby option addition further down)
      • Added economy modifiers
      • Added rerolls and different ways to gain them (default off)

      Added these lobby options:

      • Option to add the ability to gain rerolls, default off (there are 3 different options, check them out in lobby!)
      • Option to disable bonuses for ai armies
      • Option to disable air AND navy bonuses
      • Option to increase unit costs based on the card rewards (on a 10-1 ratio. This means if you gain 40% land damage, your land units will cost 4% more.) Default: OFF (i set the default to off for now, so people dont instantly complain, but i do think this makes sense as to balance it out)

      Changes:

      • Unit drops now spawn at the original spawn, not with the ACU
      • ACU upgrades are no longer offered if you have no ACU (in case of a gamemode where you continue when the ACU dies)
      1 Reply Last reply Reply Quote 1
      • NuggetsN Offline
        Nuggets FAF Association Board
        last edited by Nuggets

        I accidentally set the option for increased cost based on the rewards to default on. I will be updating the mod later again to set the default to off.

        Edit: There were some issues with some settings so I just uploaded V14 with a fix.

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

          I can say without exaggeration that he is one of the best modders I’ve seen in FAF. Maybe not the best, but certainly one of them. He listens to requests and builds in versatility, which is crucial for configuring other mods, maps, and game modes. Hats off to him!

          1 Reply Last reply Reply Quote 0
          • Z Offline
            Zopto
            last edited by Zopto

            Absolutely love the roguelike mod. Just played a game with some friends and it was great. I plan to combine it next with the battle royale mod for some true fun and chaos. The only thing we were saddened by was the fact that in the Kills + Buy mode, if you bought a pick, the kill mass requirement also went up (notably, the inverse is not true. Kills do not increase the buy cost). Do you think it would be possible to have it so they weren't intertwined? I'd understand if you can't.

            Regardless, my friends and I love the mod! Can't wait to see more. 😄

            NuggetsN 2 Replies Last reply Reply Quote 1
            • NuggetsN Offline
              Nuggets FAF Association Board @Zopto
              last edited by

              @Zopto said:

              Absolutely love the roguelike mod. Just played a game with some friends and it was great. I plan to combine it next with the battle royale mod for some true fun and chaos. The only thing we were saddened by was the fact that in the Kills + Buy mode, if you bought a pick, the kill mass requirement also went up (notably, the inverse is not true. Kills do not increase the buy cost). Do you think it would be possible to have it so they weren't intertwined? I'd understand if you can't.

              Regardless, my friends and I love the mod! Can't wait to see more. 😄

              Sure, its actually not intended that both requirements rise when one is triggered, so i'll look into it

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

                @Zopto said:

                Absolutely love the roguelike mod. Just played a game with some friends and it was great. I plan to combine it next with the battle royale mod for some true fun and chaos. The only thing we were saddened by was the fact that in the Kills + Buy mode, if you bought a pick, the kill mass requirement also went up (notably, the inverse is not true. Kills do not increase the buy cost). Do you think it would be possible to have it so they weren't intertwined? I'd understand if you can't.

                Regardless, my friends and I love the mod! Can't wait to see more. 😄

                Also you might be the first person to have actually used the "kills" mod (buffs gained based on mass killed) in an actual game. Any feedback on the balance would be great regarding if the buffs are earned to easy or too hard.

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

                  V15 uploaded:

                  New

                  • Compatibility for Random Events. Roguelike Mode and Random Events can now be run together. Range and rate-of-fire effects from the two mods compose instead of one overwriting the other, projectile lifetimes account for both, and none of the shared hooks clobber each other. Both mods work standalone exactly as before.
                  • New lobby option: Unit Drops (On / Off, default On). Off removes unit-drop cards (free reinforcement squads) from the offer pool entirely, leaving only stat buffs.
                  • New lobby option: Experimental Buffs (Full / Half, default Full). Half gives experimental units only half the buff strength of everything else - a +100% land health buff becomes +50% for a land experimental, and so on across every stat. Default is Full, so nothing changes unless you turn it on.

                  Balance

                  • ACU buffs massively improved.
                  • Doctrine cards hit harder. The penalised domain now loses the full bonus amount rather than half, so choosing a doctrine is a sharper trade-off.
                  • Structure buffs doubled. Structure health, damage and splash scale twice as fast as before; structure rate of fire and range scale a little faster too.
                  • Regeneration buffs increased. Both flat and percentage health-regen cards are stronger, and percentage regen compounds correctly when stacked.
                  • Cost scaling softened. Decreased the increase in unit costs if the lobby option for this is enabled. Before it was 1% cost increase for 10% stat increase, now its 1-20.
                  • Late-game drops grow faster. Drop squads scale up more steeply the longer a game runs, so a late drop is a meaningfully bigger delivery.

                  Notes

                  • Range buffs extend a weapon's range ring. A few slow-shell weapons (some battleships, cruisers, destroyers and the Cybran (maybe also other factions) SACU gun) will show the larger ring but cannot physically fire to the far edge of it, and will stop firing past their real reach. This is a known limitation and may be revisited.

                  • FAF has been having recent issues with downloading old mod versions which can cause desyncs. So always use the newest version to play, otherwise desync can be expected!

                  • In addition to this "Random events" was also updated to v21 for the compatibility.

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

                    To be honest, I’m not happy about the update—sorry. Boosting turret bonuses makes "PD-creep" and turtling even more significant.
                    I’ve already struggled with turret ranges in mods, and unfortunately, that issue has only intensified now.
                    I’m also not a fan of the commander buffs, unfortunately.
                    Especially if you're playing with mods. Standard commanders already shut down T2 spam thanks to Overcharge... and here they get even stronger... Of course, we need to see how it plays out in practice, but I’m not happy about these new changes—don't get me wrong.

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

                      @cychwa_klaymberg said:

                      To be honest, I’m not happy about the update—sorry. Boosting turret bonuses makes "PD-creep" and turtling even more significant.
                      I’ve already struggled with turret ranges in mods, and unfortunately, that issue has only intensified now.
                      I’m also not a fan of the commander buffs, unfortunately.
                      Especially if you're playing with mods. Standard commanders already shut down T2 spam thanks to Overcharge... and here they get even stronger... Of course, we need to see how it plays out in practice, but I’m not happy about these new changes—don't get me wrong.

                      The structure buffs are probably unbalanced in modded games. I can add a lobby option for this.

                      The acus buffs were pretty pathetic before. Any buffs from any domain absolutely crushes acu. Simply because acu buffs impact 1 unit, unit buffs impact everything. I am 99% sure you wont see a big difference even with the "buffed buffs".

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

                        @Nuggets said:

                        @cychwa_klaymberg said:

                        To be honest, I’m not happy about the update—sorry. Boosting turret bonuses makes "PD-creep" and turtling even more significant.
                        I’ve already struggled with turret ranges in mods, and unfortunately, that issue has only intensified now.
                        I’m also not a fan of the commander buffs, unfortunately.
                        Especially if you're playing with mods. Standard commanders already shut down T2 spam thanks to Overcharge... and here they get even stronger... Of course, we need to see how it plays out in practice, but I’m not happy about these new changes—don't get me wrong.

                        The structure buffs are probably unbalanced in modded games. I can add a lobby option for this.

                        The acus buffs were pretty pathetic before. Any buffs from any domain absolutely crushes acu. Simply because acu buffs impact 1 unit, unit buffs impact everything. I am 99% sure you wont see a big difference even with the "buffed buffs".

                        I vote for bigger ACU buffs!

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

                          @Firv said:

                          I vote for bigger ACU buffs!

                          We’ll simply make the Cybran Commander indestructible, and no faction will be able to counter it...

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

                            Quick v16:

                            • Added lobby option to half the structure buffs as requested (so essentially they are like before)
                            • Adjusted regen gain. Regen gave units only half the amount compared to structures. NOW: equal among all domains and nerved a bit. This means its now a bit weaker for structures and stronger for units.

                            Reminder for regen upgrades, as people asked: The upgrades for regen give a flat number and a percentage. The percentage is based on what you CURRENTLY have, not base amount. So this can cause regen to increase A LOT.

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

                              Good day! It’s great to see the mod continuing to evolve, gaining new features, and undergoing balancing.
                              I’ve been thinking and would like to propose a change regarding activation/deactivation and the adjustment of coefficients.
                              What do you think about slightly reworking the settings for card types and their associated coefficients?

                              For example:

                              Rouglike Air Cards:
                              -Off
                              -Halfed
                              -Normal
                              -Doubled

                              Rouglike Navy Cards:
                              -Off
                              -Halfed
                              -Normal
                              -Doubled

                              Rouglike ACU Cards:
                              -Off
                              -Halfed
                              -Normal
                              -Doubled

                              Rouglike Utility Cards
                              -Off
                              -Halfed
                              -Normal
                              -Doubled

                              etc...

                              I think this will be a perfectly flexible setup for any type of game - from modded ones featuring new units and commanders to turret-less survival games.

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

                                I have uploaded v17 with the following changes / additions:

                                • Removed "card" that buffed energy output but nerfed mass output
                                • Changed card that buffs mass output but nerfs energy: the energy nerf is now slightly higher
                                • Nerved ACU & Health buffs by 25% again and the rest (rof, range,...) by 10%
                                • Included ACU buffs in the "Opening lockout" lobby option -> this means when enabled acu buffs will not appear within the first 5 minutes.
                                • Adjusted regen buffs to be closer to the average for being selected as a card
                                • Fixed ACU und SACU regen resetting when doing commander upgrades and having / getting a regen buff
                                • Overworked the lobby options: There are now lobby option for each category (Land, Navy, Air, Structures, Unit drops, Resource modifications and Special (Special is Regen and Shield buffs). As requested by @cychwa_klaymberg you can either disable, half or double them (or leave them on normal). This should balance any issues there could be with specific mods.

                                In addition to that in the next few days I will be uploading "Roguelike Experimental Changes" (or something like that) where I will be testing the first implementations of a buff rework which makes cards buff 1 stat and nerf another in the same domain (for example +20% damage, but -10% health for land or something like that).
                                What this experimental version will also have is a Class system. Classes will probably be earned (by checking your picks) instead of picked.

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

                                  awesome! ❤

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

                                    Apparently i broke something regarding the buy option in v17 which caused no cards to be offered.
                                    V18 is now uploaded with the fix.

                                    1 Reply Last reply Reply Quote 0

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