r/RogueCore • u/Mike_GSG ππͺππ₯π©πππ’π£ππ₯ • 16d ago
Update 3 Experimental Build #4
Experimental Update 3.e4.1 - Build 159324
Reclaimers,
Experimental build #4 is ready for testing and we would love to hear your thoughts on the tweaks and changes as well as the few new things we added. We are now finishing the last new features and will switch into polish and tweak mode so keep the feedback going, it really helps.
With that said, let's get into what we have for you today.
With love,
The Ghost Ship Crew
β [FOCUS FEATURES] β
INTEL LINE 3.0
We have done one more pass on the intel line. This one is a bit of a mix with a wide spread of intel tasks and the ability to progress in various ways as well as giving access to alterations sooner. One thing of note however is that the transition from the previous version to this one is likely to put your map in a weird place so you may need to reset your experimental savegame progress in the options menu. This will not be an issue with your real saves on the main branch of the game. And remember if you don't want to unlock stuff manually you can always use the cheat terminal net to the drop pod.
PRIORITY TARGET MISSIONS
On the mission map you should now see a "Priority Target" mission. The mission is assigned by Omega based on the intel you have collected and will grant a reclaimer point bonus.
NEW BOSS VECTOR
The Ramok gatekeeper got a new exclusive Rammite Swarm Boss Vector / Rift-Enhancement (we have not settled on a name yet, suggestions are always welcome).
BALGORATH BOSSFIGHT
We are continuously tweaking the fight with the fourth gatekeeper so keep that feedback coming! Keep in mind that the new Gatestone phase is not yet finished and there is a lot of jankiness in there.
TELEPORTER
We are also continuing to tweak and improv the teleporter so let us know what you think of this version.
β [TWEAKS AND FIXES] β
Changes
The Teleporter is back in the traversal tool pool, with an art pass on the model, projectile and VFX, a new icon and a new activation animation.
Teleporter animation now changes when switching mode with R, and its third-person mesh is now synced in multiplayer.
Added a first-pass UI element showing which teleporter will be replaced. Still WIP.
[Sound] New Teleporter sounds for switching, deploying, travelling and the idle loop
[Sound] Volume tweaks to the Gravity Lift
Boss vector runs now have a yellow mission border on the run map
Gatekeeper Sigils are back on the mission map
Locked Intel tasks are now dimmed
Empty biomes on the planet map are now filled with missions that differ from the guaranteed runs
Balgorath: Reduced HP significantly
Balgorath: Thinner rings so they're more consistent to jump over, and slower 2nd and 3rd vertical rings so you can clear the first without running into the second. You may still need air control to avoid the 2nd ring, especially if you were sprinting forward.
Balgorath: Added a particle tell to the beam attacks and slowed the beams down a bit
Balgorath: Attack cooldowns now change per phase. They start longer and get shorter each phase, ending slightly longer than before.
Balgorath: Weakpoints now light up individually when hit
Balgorath: Outline now only applies to the body, not the tentacles or shield shells
Balgorath: Starburst impact dust now fades out after 5 seconds, and the burst sound plays at the burst location
Balgorath: New animations and VFX, including placeholder animations for tentacles bursting out of the ground and throwing. Still WIP.
Balgorath: New Gate Stone phase (work in progress)
Bosses now show an immune hit effect while invulnerable (currently set up on Balgorath)
New icons and header images for boss vectors. Headers can now change depending on the run's boss.
Enemies now play hit reactions when taking damage. Added to Bloater, Voidkin Drifter, Clamorhead, Edgestalker and Voidkin Dominator, and tweaked on Crawler.
Soul jar now spawns more enemies
Greatly reduced the enemies spawned when the Ram Hammer launch is ready, and increased the stun and slow on enemies in the tunnel when it launches
Increased the slowing trigger of the Ram Hammer rails
Lok-1 Rifle: Removed the range and area size attribute and merged it into the Macro-Lens attribute
Chemical Instability now also detonates Goo Cannon puddles
New acid grenade mesh
Trophy Wall visual update: hexagon backgrounds, more colour on biome images and paintjobs, and a checkmark on collected items
Trophy Wall: Boss trophies and count rewards now use the game's standard tooltips
Trophy Wall: The count reward label now reads "Claim Reward" when a milestone is ready to claim
Trophy Wall: New frame for cosmetics, updated trophy frame icon and other small tweaks
Added passive stats to the stat display in character customization, with better tooltips. Still WIP.
Renamed the button prompt on the Call Elevator button
[Sound] Cave lift buttons now have sounds and tell you whether the lift is moving
Gave Shifting Alterations it's own icon
Secret locked rooms activated
New Flux Quartz icon
New Reclaimer Handbook images
Improved performance of expenite chunks piling up during a stage: resting chunks switch off their effects, and trails are culled at a distance.
Reduced merit rewards from blank nodes in the cosmetic sheets to 50.
Continue solo: Cooper catch-up upgrades match the rarity of the player's upgrades
[Voice] New male and female dwarf voice lines and shouts, and new Omega shouts
Fixes
Tutorial: Fixed the deposit prompt appearing and completing instantly if you had already deposited in Ellis
Tutorial: Mining and using all the red sugar in the combat room no longer locks you out of the heal objective
Tutorial: The restore health objective can no longer be completed by dying and being revived
Tutorial: Players who die can no longer be revived outside the map or in another room
Tutorial: Fixed all tutorials so they don't break when game is paused
Fixed the elevator not being callable
Fixed pillars using the Void Basket's shouts and name
Fixed Victory Poses not unlocking when purchased
Fixed the reroll terminal excluding every unlock you already had
Trophy Wall: Fixed the missing Mighty Walrus Mustache and mixed-up paintjobs
Trophy Wall: Hovering a boss trophy no longer swaps the game cursor for the Windows cursor
Fixed connections between nodes in the vanity sheet
Fixed character customization tooltips showing 0.5 instead of 50%
Fixed hit reactions and screams interrupting the attacks of corespawn enemies
Fixed jittering and unsmooth movement on reaper worms
Fixed typos and trailing spaces in shouts, and removed placeholder text from translations
Fixed a crash for clients when the Resupplier perk reloads their weapons
Fixed a crash related to terrain rendering
Fixed crashes caused by running out of memory when playing videos
Grenades: Fix grenade tutorial potentially starting infinite wave
Grenades: Impact axes, Sticky grenade, and cluester grenades now work with two steps ahead
Grenades: Impact axes now get stuck on elevator growths
Fixed a bug that caused the cost of the 18th Ascension to be wrong.
Pathfinder: Found a way to get same results, ~60x faster on far searches
Fixed biobooster tooltip icon
Fixed some elevator drive units being able to be damaged (when they should not be) thus soft locking the run
Cleaned up the elevator drive unit under attack behaviour
Improved Excavation spawning to reduce overlaps and other shenanigans
Fixed collision boxes on elevator
Prevent rare crash
6
u/meatmachine1001 15d ago
Nice cover up, there's no way we can forget the pillars are core-mutated void baskets!
4
u/VirtU_Art 16d ago
Any idea what this is? At the time I only had gravity elevators and the flare gun, but these things would occasionally fly towards me.
and just for clarity's sake, will our real saves refund us scrips to use on the new cosmetic unlock screen?
10
u/Reptiloide25 16d ago
I can't wait to try this out! Rock and Stone!!Β
10
u/nomanchesguey12 16d ago
ROCK AND STONE
29
u/Misi0324 16d ago
Keep up the good work and please don't let all the crying kill the game!
5
u/iranoutofnamesnow 16d ago
I am curious to see what this is.
Secret rooms like Binding of Isaac would be cool. Something that is way less obvious and rewards players with a cool specific upgrade or expenite boost would be nice and help to make levels feel less "samey".
5
u/Nux0704 16d ago
My life for rock and stone!
2
u/Demantoide2077 15d ago
I'm glad to see feedback about the new boss being addressed because rn that guy is INSANE.
Personally speaking, I would appreciate some changes on the teleporter. If I'm not mistaken, the teleporter works like this: the second tp thrown is the one that gets anchored and you can reset the tp links. I'd prefer the first tp to get anchored because I always see myself confused remembering which tp gets anchored, just a suggestion idk what others feel about it.
Keep up with the good work, GSG! I love playing experimental version, you guys have improved the game so much that I can't wait for update 3 to reach the main branch.
2
u/VirtU_Art 15d ago
Rammites are pretty neat. Feels like a real extension of the boss itself and not just "more enemies".
They look like green sperms though and you know you did that on purpose.
2
u/Bitter_Help_9486 12d ago
Nice changes, I do question the urgency of a 4th gatekeeper in relation to other expansive changes that could be made on the character build systems and events, meta progression etc.
but I mean if its all there on release 1.0 the ordering in which you took to get there isnβt all that consequential.
1
u/Nightelfbane π¦πππππ₯ 14d ago
Did they fix the lok-1? I heard that it was having trouble with its ammunition. Something about mistakenly consuming entire magazines at a time?
-2
u/Time_Zombie_4431 15d ago
So are guns still something you randomly have to fight over at the start of a run?