New "Random Events" AND Roguelike-Mode Mod!
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shits bugged...
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@knownsniper Please keep it constructive. If something is bugged, explain what happened and how to reproduce it, so the mod author can actually investigate and fix it.
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shits bugged...
In my opinion, everything works well. The author quickly fixes bugs and issues, although I only encountered one problem—and even that was due to a mod compatibility issue.
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Anyway...
I am not going to post all the small changes and fixes im doing for the experimental mode, but 2 big things that are nice QoL:- The stats panel now auto-hides not modified stats (to not be huge). You can click the checkbox in the stats panel to undo that and show everything
- When watching replays (and switching between players ingame) the panel now updates instantly
I am not sure how long I will keep all this stuff in experimental. I will probably wait to merge everything (which will probably be a couple of weeks)
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played the experimental, I do not like the negatives for the same domain. Getting 15% land damage but -15% health kinda makes the upgrade worthless. Classes are interesting though
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The idea behind it, is that there are actual differences between land players. Its not just "i see positive stat, i take positive stat". Now you actual have to decide what you want to focus on.
Sure, in your example, in a straight up fight, it makes no difference, but you having more damage makes you better at raiding for example. And this way stats like range or rate of fire are not always auto picks if you dont want to nerf stat xSaying that there will still be a lobby option to disable negative effects, but default it will be on.
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Yeah, i get that in theory, but in practise it was kinda like well these arent really upgrades. I think the negatives where too big, like a 15% increase should not come with a 15% decrease for something else. 15% increased damage and 15 decreased ROF just basicly means the upgrade is nothing. It basicly turned out it was better to take common upgrades so you dont get negatives heh.
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Yeah that example is probably just a negative. But thats the fault of rate of fire (or range) just being he way better stat.
I think i will change it that rate of fire, range, AoE and speed are worth 3 times as much as the others -
I love the mod in general, two things I dislike are:
- I feel like too often there is clearly "one best option" in the selection and that takes away choice. I don't know how to best fix that, only thing I can say is that in most other games I think a lot more about my selection.
- The -25% land speed is quite toxic as an option, while everything is a tradeoff, this option just makes the game less fun to play, having +10% range and + 20% dmg with -25% speed just makes the game less interactive for everybody.
Also we paused the game during the class selection because the entire lobby was overwhelmed by the wall of text. Maybe autopause the game here for 10s.
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I tried out the experimental mod in the sandbox a few times. In my view, the bonuses and penalties look good; you can use them to offset negative effects and, on paper, end up with no negative modifiers for your doctrine. Or you can make a trade-off, sacrificing one thing for another. You can apply this to specific units to boost their strengths.
However, there are still a couple of points that left me a bit puzzled.
In any case, the available cards sometimes force you to choose a card with better stats rather than one that aligns with a specific doctrine.
For example, you might get a legendary card that boosts turret damage and range, and it would be far more powerful than a card tied to your chosen doctrine (such as one for ground forces).I’m not sure what form this mod was originally intended to take. However, I think it would be great to somehow encourage the player to focus on a specific playstyle, even if it isn't the most profitable option at the moment compared to others.
For instance, there could be a counter tracking selected cards of a specific type, along with a bonus that scales based on that counter. That way, I’d be inclined to stick to one—or perhaps a few—specific doctrines, even if another doctrine offered a stronger base bonus. As an alternative, the counters could even be tied to specific card classes.
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