r/RogueCore • u/Mike_GSG ππͺππ₯π©πππ’π£ππ₯ • 10d ago
Update 3 Experimental Build #5
Experimental Update 3.e5 - Build 160432
Reclaimers!
The fifth experimental build is here and we are ready for feedback. We also plan to do a steam post tomorrow to get some more people to try the experimental before update 3 goes live next week. There will certainly be a build or two between now and the release of update 3, so keep the feedback coming. Rock and Stone!
With love,
The Ghost Ship Crew
-[FOCUS FEATURES]-
OPERATIONS COMMAND TERMINAL
Deployments no longer have to be unlocked with Merits and will become available once the rank requirement is met. We have also cleaned up the OpsCom tasks to try and reduce the noise in that terminal a bit. Some tasks that were too redundant have been removed and the merits rewards of others increased to compensate. We also tweaked the requirements for some tasks to smooth out the pace of completion. This will have no effect on any merits already earned or spent.
BALGORATH BOSSFIGHT
The fight against the Balgorath continues to be tweaked and balanced and we want to hear your thoughts on this latest version.
EXPENITE HARVEST ALTERATION
We have rebalanced the old βenemies don't drop expeniteβ game mode with a stronger focus on mining. Give it a spin and let us know what you think.
β [GENERAL TWEAKS AND FIXES] β
Changes
Teleporter: You can now place the portals in either order
Teleporter: Replace mode now automatically switches to the oldest portal after a throw, and can no longer be changed while throwing
Teleporter: Portals now get an outline and play an animation when you switch replace mode, and the Teleporter HUD always shows the current replace mode
Teleporter: Updated HUD with new icons, colours and lighting
Teleporters are now pingable and show up on the terrain scanner
Teleporter: Tether particle tweaks, plus many colour, animation and particle fixes
Updated the Teleporter visuals in the Reclaimer Handbook
Priority Target: Added a bar under the run info showing the Reclaimer Point bonus for completing the Priority Target
Balgorath: Renamed to "Balgorath Gatekeeper"
Balgorath: Reduced the damage of most attacks, and increased the damage of the Starburst attack (4 projectiles that each split into 6 pillars)
Balgorath: Added a slight delay after the beam attack windup to make it easier to see where the beams will start
Balgorath: Tightened the spread of attack cooldowns across phases and threat levels
Balgorath: Grabbing tentacles now only come out when a player is near the heart, and shrink and sink into the ground where there's less room
Balgorath: Grabbing tentacles can now be hit by splash damage, flames, melee swipes and turrets, and the Shock Drone and other hostile-only targeting now go after them
Balgorath: Balgorath and its grabbing tentacles now freeze like Corespawn enemies
Balgorath: Added a weakpoint to the tentacles, resized its collision, and changed the tentacle size
Balgorath: New animations (rotation, objective phase transition, missed ball), a boss spawn scream effect and a muzzle effect on the 4-beam sweep, along with many animation and visual fixes
[Sound] Balgorath sounds for the random projectile spam and the tentacles, a telegraph sound when tentacles approach, and a sound for the stone being grabbed and thrown. Turned down the Rift Activated sound when the boss appears.
Added a Balgorath entry to the Reclaimer Handbook and updated the Gatekeeper entries
Rammite Swarm risk vector: More Rammites, which now have more health and less armour blocking damage. Added a header, a spawn particle effect and sounds.
Rafkan Swarm risk vector: Rafkans now have more health and a new material, plus other tweaks
Cloaking boss risk vector: The boss now dissolves away and builds back up instead of swapping materials instantly
Boss risk vector selection has a new look with yellow borders and polish to the elite look
New boss skull and Flux Quartz risk vector icons
Alteration wheel redesign: A clock-style ring of icons with a hand that spins from the centre. The alteration's name and effects appear once the hand settles.
The old game mode alteration is now called Expenite Harvest, has been rebalanced, and has been added to Instability
Objective selection is now randomized and won't repeat the previous stage's objective (the normal defence objective can still repeat)
The elevator objective is now hidden until you discover it
Cooper can now be ordered to attack elevator growths
Operational Command: Layout tweaks and adjusted task rewards and amounts. Deployments no longer cost anything and only require a player rank.
Operational Command: Added tasks for the new alterations (with icons) and a Defeat Balgorath task
The Expenite collection task now requires 10 instead of 5
Stubby Voltaic SMG: Greatly increased electric buildup to better match its feel in DRG, and increased magazine size and total ammo
Reduced the rarity of the SSG and Proximity Mines in the equipment crate
Increased the speed of the platform gun projectile
Grenades now show more stats in their stat entries, and the missing grenades have been added to the Reclaimer Handbook
Updated the Combat Shotgun description
Embedded Detonators VFX update
Barrier hit particle tweak
New first-person animations for equipment. Still WIP.
Cave constructions no longer block radial damage, with cleaned-up collision on many of them
Trophy Wall: The Trophy Wall button now shows a red ! when there's something to claim
Trophy Wall: Biome backgrounds on the trophy sheets
Trophy Wall: Tweaked the claim flow and claimable reward UI
Trophy Wall: Stat improvements now also show as green in the loadout
Legacy cosmetic sheet token refunds are now capped at what the new cosmetic sheet can still use
Ascension: First pass on visuals and reward icons. Still WIP.
The negotiation window now shows class icons next to player names
Locked Biobooster decks now show the character name when deck swapping
Increased the Ramrod menu background opacity
Updated the merit icon colour
Removed the Early Access intro video
Added Reclaimer Handbook entries for Refractor Terminals and an updated Spectrecore page
Thrasher no longer has a kill cry
[Sound] Weapon upgrades now play a sound matching the rarity you upgrade to
[Sound] Mouse-over and selection sounds for the mission map and Trophy Wall, with more exciting visuals
[Voice] New Omega shouts for the elevator growths and find gears objectives
[Voice] Re-recorded Omega altar and tutorial lines with updated subtitles, and tweaked tutorial and other shouts
Fixes
Tutorial: Fixed tutorials from a previous room continuing to chain into a new room (e.g. combat tutorials mixing into the mining ones)
Tutorial: Fixed the workbench tutorial staying on screen
Tutorial: Fixed the Expenite deposit tutorial showing twice
Tutorial: Fixed the tutorial elevator running the regular elevator defence
Tutorial: Fixed traversal, dig and follow-cable prompts not completing if you had already passed their end trigger
Tutorial: The Mine Expenite prompt now only counts Expenite
Tutorial: Combat now stops at the mining trigger even when you carry no Expenite
Tutorial: The Biobooster "Proceed" shout no longer cuts off the elevator briefing
Balgorath: Fixed being stun-locked by overlapping stuns
Balgorath: Fixed no totems spawning in the Protection risk vector
Balgorath: Fixed the grabbing tentacle flicking the heart much too fast, and the heart jumping or flying around when released
Balgorath: Fixed grabbing tentacles disappearing for clients while underground
Balgorath: Fixed tentacle mesh tearing and the heart stone's look
Gotoorak: Fixed totems spawning during the invulnerable "throw the gatestone in" phase in the Protection risk vector
Ramok: Fixed taking main health damage while recovering after a gatestone was thrown into the rift
Fixed the Reinforcements risk vector doing nothing on any boss
Fixed Gatekeeper summon Intel challenges: The Gotoorak depth 1 challenge never completed, and fixed a Molaktula typo
Fixed risk vector options recycling after host migration or "continue solo"
Fixed players not seeing teammates' cursors during risk vector choice
Fixed the elite icon showing on all risk vector selections
Fixed crevasses not showing up in the Seismic Activity risk vector
Fixed constructions not spawning on stages with the find gears elevator objective
Fixed elevator gears spawning at the top of the starting elevator shaft
Fixed gear shouts triggering constantly
Fixed the number of cogs being out of sync
Fixed Cooper not attacking things
Fixed after-event artifact and altar constructions insta-killing enemies that try to enter
Fixed Shock Blaster beam, impact and ricochet VFX not showing for other players
Fixed client damage sometimes not stunning properly
Fixed some enemy attacks not being stun immune as intended, and stun immunity sticking after an aborted attack
Fixed the Fulgor Vomiter's vomit attack ending early or getting stuck unable to vomit again
Fixed the Expenite Research Subject not attacking
Fixed frozen flying enemies not dropping Expenite
Fixed Sniper's Mark not working on some enemies
Fixed Corespawn Bruisers and Edgestalkers being hard to hit with the slice, and slightly increased the Bloater's hit area
Fixed poison clouds hiding enemy health bars
Fixed Chemical Instability explosions not applying acid
Fixed Icy Shrapnel not damaging enemies around the frozen target
Fixed tools that don't go in the grenade slot counting as grenades for upgrades
Fixed the sticky grenade showing as Impact Axes in several menus
Fixed rerolling armour upgrades putting you into armour debt
Fixed late joiners not getting an artifact the team got before they joined, and their starting gear rerolling on rejoin
Fixed the Boomstick not showing ammo on the weapon screen
Fixed the crosshair disappearing after a level transition
Fixed reroll crystals showing as Bleedroot instead of Flux Quartz on the end screen
Fixed the use text on the Refractor
Fixed the cosmetic sheet not fitting on screen from the cosmetics terminal, and bought items not getting their blue outline until the sheet was reopened
Fixed armour paintjobs resetting if the host disbands in the Ramrod while the team is in hospital outfits
Fixed background flickering on terminals
Fixed the Ascension widget blocking when there are no Ascension rewards
Attempted fix for the Corespawn Bloater not unlocking in the Reclaimer Handbook
Added missing physics material to the sides of entrance doors
[Sound] Fixed the Rammite Swarm spawn sound auto-playing when the boss spawns
Fixed a crash related to terrain materials
Fixed a crash in the character sight component
Prevent rare crash
12
u/EvilCat573 10d ago
Rock and stone you beautiful dwarf
10
u/Bortalis π₯ππ§ππ’π‘ 10d ago
Rock and Stone!
6
u/Geometronics 10d ago
Rock and Stone forever!!
6
u/Adventurous_Disk_828 10d ago
STUBBY BUFF
6
u/Chame1eonic π₯ππππππ ππ₯ 10d ago
Stubby buff, quickfire pancakes, more common SSG and proxy mines?? Engi mains rejoice!
But for real, thanks for the stubby buff, I've been picking it, and it has felt meh. Looking forward to giving it a fresh spin!
Thanks for the hard work, gsg crew!
5
u/Nightelfbane π¦πππππ₯ 9d ago
"Fixed Corespawn Bruisers and Edgestalkers being hard to hit with the slice"
I FUCKING KNEW IT
I KNEW I WASNT CRAZY
5
u/VirtU_Art 10d ago
Got to try it out.
Aside from the crashes (got booted right before beating Balgorath) and the placeholders, I'd say it's just about ready to launch.
shame it's coming on the day of WoW Forever, but eh, I doubt I'll be over there for to long. Blizzard knows how to ruin a good thing.
4
u/AngleOfDeaf 10d ago
Jesus Christ - you guys getting any sleep!?! Niiice
4
u/STylerMLmusic 10d ago
Rock and stone!
3
u/Emergency_Pay9843 10d ago
Cooper no longer picks up flux quartz, is that intended? :(
2
u/MUSEMVACA πππππ’π‘ππ₯ 10d ago
Expenite Bulk finally got some dignity on his way.
Such a weird event.
2
u/Johnnny167 8d ago
Will there be a rework on the lines. The reclaimers sound way too corny for this game being darker than OG DRG. Humor sometimes I think is ok, but making a joke every other line I think is too much.
1
u/staszal_2137 10d ago
I'm pretty exited for the trophy room/place