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
Posts
-
RE: New "Random Events" AND Roguelike-Mode Mod!
-
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.
-
RE: New "Random Events" AND Roguelike-Mode Mod!
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
-
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
-
RE: New "Random Events" AND Roguelike-Mode Mod!
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. -
RE: New "Random Events" AND Roguelike-Mode Mod!
Sent you a pm with stuff to check.
-
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 -
RE: New "Random Events" AND Roguelike-Mode Mod!
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.
-
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.
-
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
-
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!
-
RE: Chat messages not showing in replays after chat window update
The fix is already in fafdevelop to try out and see if you find any more issues
-
RE: New "Random Events" AND Roguelike-Mode Mod!
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
-
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
-
RE: New "Random Events" AND Roguelike-Mode Mod!
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.
-
RE: New "Random Events" AND Roguelike-Mode Mod!
@Nuggets I mean the Third point is really not a big deal...
Im sorry

Its too late... you have exposed me...
-
RE: New "Random Events" AND Roguelike-Mode Mod!
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...
-
RE: New "Random Events" AND Roguelike-Mode Mod!
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! -
RE: New "Random Events" AND Roguelike-Mode Mod!
Thats what the reset feature is for!
-
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
-
RE: New "Random Events" AND Roguelike-Mode Mod!
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.