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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!
    NuggetsN Offline
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    Nuggets

    @Nuggets

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    Best posts made by Nuggets

    • New "Random Events" AND Roguelike-Mode Mod!

      Hello everyone, head of the ReUI slop department here.

      I have been switching some of my focus to SIM mods and have recently made a new mod called "random events", which triggers, as the name says, random events during the game!
      Basically every set interval (configurable via the lobby, default is 2 minutes) it triggers an event for everyone in the game. The event is the same for everyone. It can be a one time thing of "Get 5000 mass" or a duration event of "+50% Damage" (for all units). Each event has a popup like this:

      6a391d5f-33e7-43d4-af04-fecfebdd4f65-image.jpeg

      With the current version 5, which I just released, we are at 111 events, each weighed the same (completely random). What is also (since version 5) included, is a visual indicator of what event is currently active and when the next event will trigger:

      3e1c1966-7412-4933-9dc8-1d14b26db63b-image.jpeg

      Each event is active until the next event (except the one-time events, which are... one time), but this is configurable via the lobby options to last longer, shorter or even the entire game so they stack, but the default is until the next event.
      A "no event" timer for the start of the game can also be configured to have more "peace" at the start. Default is 0, so the first event will trigger when the first timer runs out (default 2min).

      Overall I'd say this is a mod to really mix games up and have some chaotic gameplay. Feel free to give ideas for events!


      In addition to that I have created the mod "Roguelike Mode"!

      The TLDR is you get to pick 1 of 3 buffs every minute (or whatever lobby option you use)!
      b1d8923c-eeb8-40d7-8079-eef0b54b8a97-image.png

      The buffs stack until the end of the game and can be viewed at any time via the stats-panel.
      fe2ef16b-19b2-4c08-8483-9e8d698b42d3-image.png
      (dont worry, the panel can be resized or also completely hidden)

      There are tons of customization options in the lobby for this mod. Heres a quick info regarding what options there even are:

      • How buffs are earned (based on time -default- / buy with mass / based on mass killed / loot trucks only)
      • Pick interval (for the time-based mode): default 1 min
      • How many options are offered (default 3)
      • Buy price (for the mass cost mode): default 2000 mass
      • Navy buffs: possibility to disable naval buffs if its a land map.
      • Loot trucks: Have loot trucks spawn every x minutes on random places of the map (mirrored). Killing loot trucks give the buff they have in their name.
      • Buff power: possibility to decrease / increase for more crazy games
      • Rarity odds: Possibility to increase odds for higher tier upgrades for more crazy games
      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: Chicken Storm

      @Caliber said:

      Cost of that damage = zero no mass no energy cost just free dps.

      Thats insane. From now on i will build the storms instead of the chicken!

      posted in Balance Discussion
      NuggetsN
      Nuggets
    • The ReUI Slop department - minigames and other fun stuff

      Welcome to the official post of the ReUI (AI) Slop department!

      Built on top of ReUI (huge thanks to 4z0t for making this possible), this collection brings a bunch of minigames and chaos to FAF. All mods are UI-only unless noted.


      Bingo (UI-only, Singleplayer / Multiplayer):

      A synched 5x5 Bingo-field is generated (out of currently 84 tasks). When you tick a task, it lights up in your color and others cannot click it aswell. You can go for lines, but the main idea was "whoever has the most, wins". No limit on how many people play. You only need to have the bingo mod.

      b6003229-6fd5-4cd2-9c10-a271fe3184e5-image.jpeg

      (Yes the x-button does not work. It was kind of a joke at the time, maybe I will fix it at some point!)
      There is no "control" if you actually did the task. It is based on trust and fun.

      Disclaimer: This mod is not made with AI, it was purely by 4z0t !


      Battleship (UI-only, Multiplayer or Singleplayer):

      Classic Battleship against another player. Challenge someone with a hotkey, place your ships, and sink theirs. Upon pressing the hotkey, all other players with this UI mod get a popup where they can accept or decline the challenge to play battleship. The window automatically closes and declines after 3 seconds of not pressing anything. If no other player accepted (or noone else in that game has the mod) a game against a Bot is started).

      467d6637-6482-486a-8c08-60096bb1e2af-image.jpeg


      Chess (UI-Only, Multiplayer Only):

      Full chess against another player, played inside the game! Play by pressing the hotkey or accepting a challenge. (Currently there are some chess rules regarding check still missing, but the game itself is playable. Resign and Draw button also currently do not work. Fix: soon-ish). Currently there is a 10 seconds turn timer to not make it too boring.

      6755d1a0-2db9-4c1d-8365-3d8cca098251-image.jpeg


      Minesweeper (UI-Only, Singleplayer Only):

      Classic Minesweeper with a resizable grid. Configure the size and mine density via ReUI options. First click is always safe. Opened via Hotkey.

      4a06429a-3a94-4ed8-aebd-741b383bfebc-image.jpeg

      af9e9990-a755-4caf-912d-60e095ec7a3c-image.jpeg


      Name or Death: (UI only, mostly Singleplayer):

      Three minigames in one, all triggered by different hotkeys with your current selected units at stake (that means they will die if you fail):

      • Trivia: answer a question correctly or your units get self destructed (currently about 100 questions in the pool)
        0c121040-c970-419d-b58d-9030afaddecb-image.jpeg

      • 2 Truths, 1 Lie: Find the LIE between 3 statements, guess wrong and you lose your selection:
        c42b55ae-6082-48ce-95f9-5cbfccdb5d7a-image.jpeg

      • Higher or Lower: guess whether the right unit costs more or less mass than the left one. Get 4 in a row correct (amount configurable via options) or lose your units
        1975d349-d38d-4477-bdf2-65c57b2f3889-image.jpeg

      Additional info for Name or Death:

      • Trivia can be configured to auto-start every X-minutes via options
      • 2 Truthts, 1 Lie currently has about 60 True statements and 40 False
      • Required wins in a row for Higher or Lower can be configured via options.
      • Some exclusions configurable via ReUI options
      • The intended use case of this mod is for twitch. Me and farms for example have the third party software "Mix it up" running on our pc, which is logged in with the twitch account. On redemption of a channel point reward it presses a specific key, which is the hotkey ingame. For more info, pm me.

      5ca7fe41-f904-42b3-b135-e2922cb629eb-image.jpeg

      Disclaimer: Started of with only the trivia purely made by 4z0t. Then expanded with AI to include the other modes.


      Additional Info for multiplayer mods:

      All of the mods have an entry in ReUI Options to disable receiving requests in case you dont want that or someone spams them.
      2b428a7a-1ad4-464f-9365-ec45422e7000-image.jpeg

      Example:

      e523facd-c8ff-4f31-99f2-fbcf29e8119c-image.jpeg

      This is what a popup looks like when you are challenged to any of the games:

      6e578d8c-4b09-4998-a020-356c19300a0b-image.jpeg


      Guess Elo (Sim mod):

      And last but not least is the only sim mod in this list (ranked mod!). Hides all player names and shuffles colors at the start of the game. Players are assigned random names from a configurable list (currently about 18 names). Names and true colors can only be revealed as observer when clicking the reveal button. (Not really a ReUI mod, but it kinda fit into this post)

      There is a UI-only version in the vault, but it has many limitations. I recommend using the SIM-mod if you are interested in this.
      455ca92b-c164-4c2c-9947-4effa9b158f8-image.jpeg


      All mods, except Guess Elo SIM, require ReUI. Guess Elo has incompatibilities with mods that affect the chat, such as the emoji mod. If you have a mod that conflicts with Guess Elo, you will not be able to chat.

      posted in General Discussion
      NuggetsN
      Nuggets
    • The wall situation

      If walls die when no share is enabled, why do they stay with the dead player on full share? Its an annoying mechanic if nobody can self destruct them anymore.
      And then if you reclaim allied walls you get banned...

      posted in Balance Discussion
      NuggetsN
      Nuggets
    • RE: Why does everything suck so much right now?

      Well, i think the reason everything seems worse is quite obvious.. the connection issues. It's as simple as: there are connection issues > games is not fun > am not motivated to play that much (or at all) > incapable of finding games (at least high rank games).

      There are a bunch of complaints regarding this change or that change (which do have an impact), but i still firmly believe that the main issue is that i can't just start a game and know it will be a good game (connection wise).

      posted in General Discussion
      NuggetsN
      Nuggets
    • Overhauling the FAF ruleset

      FAF rules, or rather, their application has gone downhill for quite some time. I keep hearing about more and more completely ridiculous bans based on some very ridiculous rules (or how they are written).
      I completely understand that rules have to be written rather broad to not have someone go around them. But improving on the current ruleset is imo the best first step to fixing this.
      (FYI: this is a different and more broad topic compared to my overwork of the exploit-rules)

      Here is the rules page: https://faforever.com/rules


      So here are some rules and my recommended changes, including reasoning (going from top the bottom according to the rules page):

      1. 1cc77d7a-b2b5-44f2-a3e6-0d0e3d204155-image.png
        -> Friendly fire — Do not maliciously reclaim allied units or purposefully fire on allies

      Reasoning is quite simple. Units are in the way of me building something (doesn’t have to be on the front, can literally be anywhere) – for example a random T1 air unit. In theory I get banned because I reclaim this if he doesn’t respond to pings. Not always can you just build somewhere else.
      (Check rule-wording on the rule of “Helping enemy team” -> here the word maliciously is used, so I think its appropriate here aswell)


      1. 0203e7f6-d9ea-478b-a135-ab985112921d-image.png
        ->

      Not quite sure how to formulate a better rule here, because this rule shouldn’t even exist. A simple chat message like “Make Torps!!!” (based on a recent ban) can be bannable. You should be allowed to tell someone how to play, BUT not be toxic about it or spam it. Telling someone how to play, even if they didn’t ask for it, is completely normal, just like in any other game.


      1. d40312d2-171c-4f34-ba61-37c5df028a7d-image.png
        ->

      Another rule where I am not 100% sure how to formulate it correctly. But I think this is pretty nonsense, because 1) try to tell this to anyone on Dual Gap, Setons or Astro (literally the most played maps). If I take a mex which DOES belong to someone else, you can 95% of the time see him reclaiming it to get it back.
      Or lets take a different example where there actually are no “reserved” mass extractors: Mapgen. So in theory I can get a spawn with 3 mex and try to rush some air with it, meanwhile the guy next to me takes every mex around me and doesn’t want to give me any. So how is this not game ruining for the player who doesn’t get any?
      Tons of example more here but I think you get the point.


      1. 71e6d256-c050-4f78-a954-6cd61c6fc524-image.png

      Here the point of lagging games or connection issues are missing. I have had games where the lag (for me) was horrible, and I did not want to play that. But apparently nobody else in this game shared this opinion and wanted to continue. So according to these rules I am forced to play, or I can get banned upon report. So, I think we can add:

      • Leaving in case of very noticeable connection issues is allowed.

      1. a09ef8eb-928f-463e-9b73-88c300113f03-image.png
         Do not self-destruct, also known as or “CTRL-K”, your base or significant quantities of units, unless your team agrees.
        This was a big topic for me and others because of, shockingly, some more bans. My intention of changing the rule is that if the game is over the team can ctrl k their bases as they wish, as long as they all agree. Yes, that includes 1 person ctrl-k-ing his base and the rest continues playing, because the team should be able to do whatever they want with their bases as a team. The enemy team should have no say whatsoever on this, because why would they? How is self destructing a base more game ruining than recalling? In both cases you “take the fun of destroying the enemy base”.

      1. Exploits

      I don’t think I need to mention it here, because there is an entire thread of this, which will (hopefully) at some point made into a proposal by me. Just wanted to have this here on the list to get an overview of what I’d like to get changed.


      1. 6bc3e1e6-cff1-49b1-972e-6ab44b08eda0-image.png

      This rule is fine, but I just wanted to post this here for context for the actual rule I think needs changing:

      ff549c9f-f937-4c9a-a407-e6fec40b69c4-image.png

      So the first rule allows me to insult people if its not based on the reasons mentioned. But this rule means I must always be respectful. So, respectfully, fuck off (a joke).
      I don’t want to imply here that I would like everyone to go mental and insult. But I would like some more leeway here.

      Here is the chat-log of a recent ban. Now I don’t know if its because of toxicity or “controlling behaviour”:

      Player 1 to allies: DO SOMETHYING
      Player 1 to allies: STOP SLURPING AND PLAY
      Player 1 to allies: YOU CLOWN
      Player 1 to allies: YOUR OPPONENT IS NORTHH
      Player 2 to allies: relax, we're doing fine
      Player 1 to allies: no we are not
      Player 1 to allies: he's drooling over his keyboard
      Player 1 to allies: TORP NOW OR I QUIT
      Player 1 to allies: 10 seconds to comply
      Player 1 to allies: WALK THEM UP MID
      Player 1 to all: can't play this with drool zone

      But in my opinion even this should not be bannable for multiple reasons:

      1. whoever got “flamed” here did not reply or say anything (as in “stop” or something like that)
      2. There is a mute function

      There are no direct insults anywhere in this (I sure hope we can at least call people a clown...) so I think the way to go about this is not moderation->ban but rather the mute function ingame. But if you disagree I’d love to hear why exactly, because this doesn’t even haven an insult (yes, its not necessarily respectful, but still “normal”).


      1. And here we have the biggest of them all:
        242c93de-7130-44b2-9a71-98d50a0c4efc-image.png

      The discussion of bans. The foe of all moderators (for some reason).
      Jokes aside I don’t even know how or where to start here. Why is this not allowed? Is the reason to not have spam on the forum / chat that discusses bans? Basically this means bans are discussed everywhere but the FAF discord / forum. I get that the moderators don’t want to publicly reply everywhere something is posted regarding a ban, but this rule could simply be changed to moderators won’t do public statements regarding bans. This way moderators themselves can discuss it (if they want), but don’t need to and also don’t need to reply.
      For these kind of discussions (and the exploit-thread) it is quite annoying to not be allowed to talk about the specific bans.
      I don’t know if in other similar sized communities this kind of rule exists, but I can’t imagine so (feel free to prove me wrong though, this is just my opinion). I know this is not the intention, but what it actually feels like is that we have tons of ridiculous bans and then can’t talk about them (this is not just my opinion / feeling).


      So I posted this specifically in the general chat and not association forum to get responses / ideas from all. I just hope it doesn't escalate into something again and then locked.

      posted in General Discussion
      NuggetsN
      Nuggets
    • New FAF Tournament website feedback thread

      Hello Everyone, I will keep this short! Recently I have been working on the new faf tournament website https://tournaments.doodlepros.com (the link is the domain I own of my clan)

      09761fa9-c878-4ee4-a751-34be1e203f52-image.png

      I am in constant contact with hybrid (td lead) and wilson (td member and dojo tourney organizer) with improvements, adjustments and additions to the website. The main goal is to include everything into it (over time all challonge tourney will be imported to the website. This feature already exists and was tested with "Spring Mapgen 2v2 Tournament). Everything means:

      • Overview of the event (such as info about livestreams, rewards, sponsors, game setup, FAQ, rules and so on...)
      • Sign ups
      • Team forming
      • Map veto
      • Score reporting
      • Tourney chat
      • Bracket
      • Map-Overview

      It even has an automatic rating fetch from faf. Which means that if the TD sets rating to 01.01.2025, it will take the ratings of players of that day when signing up automatically! The website uses your faf-login.

      Essentially it is supposed to include everything that in the ideal world a TD isnt even needed (not really realistic with faf, but it needs a goal to work towards!). Its supposed to remove as much workload as possible from TDs, so its easier to host tourney. And with this I do not mean the members of the TD team of faf, but any person wanting to host a tourney.

      So while I am constantly improving QoL and feature on the website based on what I am told and what I see myself, there can never be enough feedback. I would appreciate it if people take a look and comment on what is horrible / needs changing / doesnt work as expected and so on.

      And for those wanting to host tourneys yourself with the website just click on "Host Tournament" at the top! You will have to "request permission" to host, but I'm basically accepting anyone, just write what you want to do.
      9304e548-d767-42f2-916f-81ae10aa9dcf-image.png
      You can also host tourneys that are only for you and your friends, which no-one else can join. I mainly implemented this feature so I don't have a random person joining the website and creating 1000 troll tourneys.

      (not sure if i should have posted this in the tournaments category, but i decided for general since its a discussion!)

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: Remove Novax omni?

      Remove novax laser instead

      posted in Balance Discussion
      NuggetsN
      Nuggets
    • RE: Username rules updates

      This post? Fantastic. Clearly addresses each of our concerns, points out problems our solution has, and describes where our communication has failed.

      The situation is: mod team comes out with a (ridiculous) change. Now WE have to take the time to formulaten an article on why this is bad. You are saying it is not acceptable to just write "bad change, reverse". You want an entire article with pro, cons, examples and whatever.
      How about YOU (mod team) post a 'proposal' and not a change that might be reversed if enough people complain (obviously this is not appicable to every change, but it clearly is here).

      I don't even know how to say how ridiculous it is that a rule is getting an insanly strict update (not sure how to formulate that), and you expect people to go "Yeah ok, it helps moderation".

      Maybe a bit of an exaggeration but this is what it feels like to me.

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: Firey Explosions mod FAF

      As far as i understand this mod is completely graphic and no balance change? Can this be flagged as ranked? As dumb as it sounds, i have no interest in playing it if its unranked, as also most people wont join

      posted in Modding & Tools
      NuggetsN
      Nuggets

    Latest posts made by Nuggets

    • RE: New "Random Events" AND Roguelike-Mode Mod!

      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

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      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.

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      @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

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      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
      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      @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.

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      Sent you a pm with stuff to check.

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      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

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      @cychwa_klaymberg said:

      Hello! After playing a few games on the new patch, I noticed the following:

      1. 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...

      1. 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.

      1. Please send me the log of that game.

      2. 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.

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      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
      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      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!

      posted in General Discussion
      NuggetsN
      Nuggets