New "Random Events" AND Roguelike-Mode Mod!
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Hello, i was testing this gamemode and i love it. I want to report some bugs that i found.
- When there is unit health buff (tested for land and air), when building experimentals, like Ashwasa, GC or Ythota, the HP bar starts at base halth and jumps to modded health during bulding effectivelly generating free mass since this modded health jump is counted as builded. (Like, when building Ythota, it will jump from 20k/67k to 60k/107k which grants % builded for free.
- This same bug as bug n.1 goes for building RAS Presets in Quantum gates.
- Added splash for Air units is working but is not properly drawn when using ground attack.
Version of mod: Roguelike Mode
Edit:. GJ its insanelly fun gamemode !!!
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Hello, i was testing this gamemode and i love it. I want to report some bugs that i found.
- When there is unit health buff (tested for land and air), when building experimentals, like Ashwasa, GC or Ythota, the HP bar starts at base halth and jumps to modded health during bulding effectivelly generating free mass since this modded health jump is counted as builded. (Like, when building Ythota, it will jump from 20k/67k to 60k/107k which grants % builded for free.
- This same bug as bug n.1 goes for building RAS Presets in Quantum gates.
- Added splash for Air units is working but is not properly drawn when using ground attack.
Version of mod: Roguelike Mode
Edit:. GJ its insanelly fun gamemode !!!
Hey! Thanks for enjoying the mod.
1 & 2 are fixed in the experimental version, depending on how long the experimental stuff will stay in experimental I might have to do the patch for the "normal" roguelike aswell.
3) Yeah I noticed that aswell (well, i also know why it is this way), but I was too lazy to fix it because noone has pointed it out before. Now I guess I have to...
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@Nuggets I mean the Third point is really not a big deal...
Im sorry

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Hi there!
I’m writing about the Roguelike mod. Yesterday, we played a few games with the "Same Rarity" option enabled; afterwards, the guys shared what drops they’d received, and it turned out that the yellow cards had dropped differently for everyone... -
Hi there!
I’m writing about the Roguelike mod. Yesterday, we played a few games with the "Same Rarity" option enabled; afterwards, the guys shared what drops they’d received, and it turned out that the yellow cards had dropped differently for everyone...It only equalizes rarity, not the exact cards. So the legendaries (yellow) can ne different for everyone.
Currently there is no setting to offer the EXACT same options. Personally i also dont see the point in that, but it can be added..Edit: The equal rarities didnt take rerolls into account. This will be fixed in the next version. Also a setting that gives everyone the exact same cards will be in the next version.
I will probably merge the experimental changes into the "normal" version this week. Classes will be default disabled, even though i think they are fairly balanced now.
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The translator must have gotten it wrong.
It specifically refers to cards of different rarities.
For instance, one player said they got one yellow card, I got three in a match, and another said they got five. -
If rerolls were enabled it could have happened. As i said, i forgot to account for rerolls because at the time of implementing this feature rerolls didnt exist yet. So if someone rerolled it ignored the "same rarity" setting and everyone had their own pool in that reroll.
Anyway it will be fixed as soon as a i merge the experimental version with the default version. I expect this to be thursday. If you want to use the setting before then i recommend you disable rerolls
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Its true, rerols enabled.
Got it, thanks a lot for the answer
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Anyway it will be fixed as soon as a i merge the experimental version with the default version.
Still, could you apply the changes to this mod as well? I like the current version as it is—except, of course, for the fact that cards of the same rarity don't work with the reroll.
The changes from the experimental will be merged to the normal version. The biggest change for you will be how the negatives work. But you can disable negative effects via a lobby option
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Roguelike v19 is now released! This is all fixed, changes and additions from the experimental version:
Cards are trades now
Every card above Common raises one or more stats and nerfs a different stat in the same category. Which stat pays is rolled fresh every time the card is offered, and it is never a stat the card is raising.
Rate of fire, range, speed and splash are worth roughly three times health, damage, projectile speed and build power, so a nerf on a valuable stat costs proportionally less. No card can charge more than 15 percent, whatever the roll. (Splash is never the rolled nerf)
Note on this: Its not something like +10% health -10% damage. The buffs will always be higher than the nerfs.
Classes (default off)
62 classes, picked once, that change how every future card behaves or gives you buffs in other ways.
Three modes: Earned offers them at 9:30 weighted by what you have taken, Chosen offers them at 0:20, Random just gives you one at the start of the game.
Note: They are default off, as I am not 100% sure on the balance of them. I am fairly confident, but this was blocking me from pushing all the other changes and fixes so I thought I would simply have it default off. They work perfectly fine and are fine to use.
Reset Picks
A button at the bottom of the stats panel. Wipes every stat you have gained and hands back 75 percent of your picks, one offer at a time. Your class is kept. Usable as often as you like, but each use costs a quarter of what you hold. (Example: If you had 8 cards picked and reset, you will get 6 new picks offered)
Other changes
- Build power is now covering everything you own that builds, including mass extractors and radar, not just factories and engineers
- Tactical missile launchers are now buffed like any other structure. Nuke silos, T3 artillery, the Scathis and the Novax satellite moved under Heavy Artillery (lobby option)
- Category Affinity (default on): cards from a category you already have become more likely, up to double. Never guaranteed
- Equal Rarities now has three settings: off, same rarities, or the exact same cards for everyone. Rerolls are also taken into account (So for example if player 1 rerolls, he will see new picks, and if player 2 also rerolls he will see the exact same with "same cards" and only the same rarity with "same rarities" enabled) @cychwa_klaymberg
- Ground fire shows your real splash radius, including splash you were given (Fixed as reported by @machette )
- New lobby options: Pick Cost Escalation and Pick Cost Ceiling let you tune how fast buying and mass-killed picks get more expensive
- Card Downsides can be switched off entirely for pure upside (in case you want to go crazy with stats. I assume this will be useful in modded games)
- Fixed: economy cards no longer reset RAS income on commanders
- Fixed: Unbuilt units / Experimentals / buildings would get the HP buff applied while under construction and thus increasing the progress. Now buffs are only applied to completed units.
- Removed: Large Buffs Increase Costs (lobby option)
- Probably also other changes / fixes I forgot!
Anyway, dont forget to only host on the newest version to prevent desyncs!
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Uploaded V20 with some minor fixed that were reported (long term issues, not caused by the most recent release):
- Fixed structure / unit discount not applying
- Fixed some units getting their rate of fire capped because of fixed reload time
- Fixed starting vet from buffs being capped
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Hello! After playing a few games on the new patch, I noticed the following:
- The "Same rarity" setting for cards isn't working. This might depend on the class or the cards players choose during the game... but even a reroll changes the slot rarity, whereas the slot rarity shouldn't change. The "same cards for everyone" option isn't working either. I haven't received any official feedback, but I suspect this is the case—the difference in stats between us was simply too large.
2.Towards the end of the match (about an hour in), my tanks stopped dealing damage to Tier 3 artillery, and shortly after, to enemy engineers as well. They would fire, and the shell would land and explode (causing area-of-effect damage), yet no damage was actually dealt. I’m not sure if this affected all units... but eventually, the same thing happened to another player. So now, my tanks are unable to kill units belonging to two different players...
- Cybran T3 artillery has started behaving strangely with the range bonus. Sometimes it fires, sometimes it doesn't...
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Hello! After playing a few games on the new patch, I noticed the following:
- The "Same rarity" setting for cards isn't working. This might depend on the class or the cards players choose during the game... but even a reroll changes the slot rarity, whereas the slot rarity shouldn't change. The "same cards for everyone" option isn't working either. I haven't received any official feedback, but I suspect this is the case—the difference in stats between us was simply too large.
2.Towards the end of the match (about an hour in), my tanks stopped dealing damage to Tier 3 artillery, and shortly after, to enemy engineers as well. They would fire, and the shell would land and explode (causing area-of-effect damage), yet no damage was actually dealt. I’m not sure if this affected all units... but eventually, the same thing happened to another player. So now, my tanks are unable to kill units belonging to two different players...
- Cybran T3 artillery has started behaving strangely with the range bonus. Sometimes it fires, sometimes it doesn't...
To 1) it does work, but maybe not as you expect. A reroll WILL show you different rarities, but everyone who rerolls aswell in that pick, will see the same as you. Same for "same cards". I have played multiple games with this and can 100% say this works.
The one thing i will check is how classes affect it.-
Please send me the log of that game.
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its unfortunately an engine limitation that some units cant shoot that far with range buffs. With mobile arty you will see this almost immediatly with a range buff. I expect static arty to not be much different.
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its unfortunately an engine limitation that some units cant shoot that far with range buffs. With mobile arty you will see this almost immediatly with a range buff. I expect static arty to not be much different.
I think you know more than I do, but I’ll ask out of curiosity. Is this due to the limitations of the projectile blueprint?
Unfortunately, I can't share the battle log right now—I'm not at home and am using a different device. However, if you're interested in the nonsense we get up to, here is the replay.
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log where tanks not damage (problem start at 50:50 game time)
https://drive.google.com/file/d/1NzI_xxYk50Srlkfv2PClB0HKuwcY5TGa/view?usp=sharing -
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. -
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 -
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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