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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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    Posts

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

      @cychwa_klaymberg said:

      @Nuggets said:

      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 isโ€”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

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

      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

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

      @cychwa_klaymberg said:

      Hi there!
      Iโ€™m writing about the Roguelike mod. Yesterday, we played a few games with the "Same Rarity" option enabled; afterwards, the guys shared what drops theyโ€™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.

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

      @Machette said:

      @Nuggets I mean the Third point is really not a big deal... ๐Ÿ™‚ Im sorry ๐Ÿ˜• ๐Ÿ˜„

      Its too late... you have exposed me...

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

      @Machette said:

      Hello, i was testing this gamemode and i love it. I want to report some bugs that i found.

      1. 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.
      2. This same bug as bug n.1 goes for building RAS Presets in Quantum gates.
      3. 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... ๐Ÿ™‚

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

      @zopniky said:

      First: amazing work insane. This is the most fun I've had in FAF for a long time. Please do more or share your process of coming up with the idea altogether.

      Chiming in to quickly bug report that the Gemini class did not result in an extra commander but it reduced my commander's health appropriately. Replay at https://replay.faforever.com/27656374

      Yeah i had that issue aswell, the same day you played this game i fixed that and it "should" work. That was played on v7 and we are now at v10.

      Well all I'm really doing at the moment is balancing / removing classes. Because even though I thought they are fine, they are kinda all over the place with the balancing.
      We are now down to 68 classes!

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

      Thats what the reset feature is for!

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

      New patch based on gameplay from today and me checking all the classes again based on how they actually balance out ingame:

      • Removed 31 classes
      • Changed / Rebalanced 23 classes

      Now the class count sits at 85

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

      @Firv said:

      Still think SACU's should get ACU buff although obviously at maybe 10%, that way com buffs still are usefull mid to late game.

      Well I think thats just too inconsistent / hard to track for the player how those buffs even appeared. Also I think SACU are already VERY powerful and don't need more buffs.

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: Thinking of returning, not sure if I can

      If you have a problem regarding the flaming, a UI mod that mutes chat could be interesting? Depending on if you want to communicate with your team.
      You will find this in any game though. It is a competitive game and people get too invested into it and flame / complain (me included).

      posted in Game Issues and Gameplay questions
      NuggetsN
      Nuggets
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      Okay tons of changes were just uploaded in V7 to the experimental version:

      • Lots of rebalancing (tons of small changes and fixing some issues that popped up with the new debuff system)
      • Tons of fixes regarding the classes
      • 4-5 classes removed
      • 1 new class added
      • Removed lobby option that increased unit costs based on buff amount -> no longer needed with the new system
      • Added lobby option to disabled debuffs (cards will only be positive), default off
      • Added lobby option to modify the scaling of buying buffs (and for the "mass killed" option)
      • Added lobby option to set a cap on the cost of buying buffs (and for the "mass killed" option)
      • Implemented the "Category Affinity" Option: Every card you pick of a category, makes that category appear slightly more often (capped)
      • Lobby option to disable the affinity system (default the Affinity system is enabled)
      • Added a "Reset" button in the stats window: ONCE per game you can click the reset button (it will ask for confirmation after you click it) to reset ALL your picks and receive 75% of them back as new picks (so if you reset with 4 picks, you will get 3 new ones).
      • Fixed timer not being synced to gametime
      • ACU buff cards now also include debuffs
      • Fixed RAS on SACUs resetting after picking a mass %-buff upgrade.
      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: Stepping away from FAF โ€” permanently

      @Nomander said:

      He mentioned that it's anything he contributed "after this post", and to "treat it as unsupported and remove it where practical." I don't think he meant anything bad, just asking for people to take care of the maintenance/cleanup.

      Well considering he took (or is taking) everything down, I do not think that is the case.

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: Reviewing an old mod, possibly reworking it for FAF.

      And while you (whoever) are there fixing this mod, please also fix any other old mods. Its advisable that they work again

      posted in Modding & Tools
      NuggetsN
      Nuggets
    • RE: Stepping away from FAF โ€” permanently

      Was nice seeing you for the couple of weeks being back. Shame about the entire scorched earth thing, but it is what it is.
      Good luck to your future endeavors.

      Just want to clarify here though that none of the FAF daily was made or worked on by Rowey.

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

      @Sheppy said:

      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.

      Regarding 1) yeah not sure. Thats kinda what the lobby option for rerolls is for

      And regarding 2) well.. not sure what to do about it. Sure i can initiate a pause, but idk how to enforce it, so anyone can just unpause.
      Also for the lobby option that you get your class at the start of the game i put it at 20 seconds, so it happens after you placed your factory and gave some commands.
      I wouldnt really call the classes a "wall of text", but yes they all have a description in text form. I could remove the timeout from the class selection so you can think as long as you want.

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

      What a player picked is already being tracked. Cards right now are completely random, because when the cards were positives only it would have been OP to only (or mostly) get cards of the domain you are focusing on.

      Now that there are negative to the cards i am fine with impacting the cards with what you have picked. But the problem with that is that if you want to shift your focus, its going to be way harder. But i guess thats a rare use case.

      This would fit good together by a request i got from Deli (if you dont know him, ive seen him described as 2k neanderthal) for a "reset" button that resets ALL your picks and then you get like 75% of your picks back (as new card picks being offered)

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

      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

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

      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 x

      Saying that there will still be a lobby option to disable negative effects, but default it will be on.

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

      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)

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

      Okay, the Experimental Version is now in the vault. Expect more frequent updates here as when I want to fix something minor, I will probably upload it straight away.
      Anyway, here are the changes in "Roguelike Experimental Changes"
      d1f61f13-06f6-43fb-a18d-318005d2d725-image.png


      Rare and Legendary cards are trades

      Anything above Uncommon now costs you something. Rare cards touch a single domain: two stats rise, one of them gets nerfed instead, and which one changes every time. Legendary cards raise four stats sharply and nerf one.

      Commander cards, unit drops, shields and regeneration stay purely positive. Common and Uncommon are unchanged.

      The class system with 122 classes

      (yes i know its a lot. I wanted to start with a large number and maybe remove some that just make no sense or are lame)

      At 9:30 you pick one class, permanent for the rest of the game. Which ones you are offered is weighted by what you have already taken.

      69 of them have a mechanic of their own rather than only moving numbers: extra cards of any rarity, banking a card to swap later, choosing which stat gets nerfed, coin-toss values, units that return after dying, commander auras, free veterancy. Ten of them are Archivists, each unlocking a private pool of 7 cards nobody else can be offered.

      Can also be set to offer classes at 20 seconds instead, before you have taken anything.

      Balance changes

      • Commander cards 10% weaker, splash excluded
      • Naval cards 10% weaker
      • Regeneration much stronger: flat up by half, percentage up 15%
      • Commander cards held back during the opening lockout

      Other

      Cards show what your class contributed as its own line, so you can see what it is worth on that specific card.

      Please report anything broken or unbalanced to me in PM or here if you use this.

      posted in General Discussion
      NuggetsN
      Nuggets