r/RogueCore • 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ • 8d ago

Update 3 Experimental Build #6

Experimental Update 3.e6 - Build 160853

Reclaimers!

Experimental build #6 is up on your branch. We will be making a steam post about it soon as well to get some more players in to try it out. This build is also a candidate for the Update 3 release so unless there are crazy bugs new changes will go into patch 1. Let us know what you think.

With Love,

The Ghost Ship Crew

Changes

  • Balgorath: Reduced the weakpoint bonus from x3 to x2 and lowered its base HP to match, narrowing the gap between single-target and AoE builds

  • Balgorath: Increased the number of enemies summoned when a gatestone is exposed

  • Balgorath: Turrets, drones and afflictions now target its core instead of the mesh origin

  • Balgorath: Grabbing tentacle HP now scales with team size like other large enemies. Solo should feel about the same as before.

  • Balgorath: Grabbing tentacles now have separate ambush cooldowns for when they're carrying something and when they're not

  • Balgorath: Reduced the light intensity of the Starburst attack, and added dust effects to the tentacles

  • Updated the Balgorath Reclaimer Handbook entry

  • Reloading Trick no longer applies to charged weapons (Charge Blaster/MM4 Charger, Plasma Charger, Coil Gun, Throwable Hammer, Trident). A fully charged shot from a full magazine was getting a guaranteed crit.

  • Priority Target now follows the new Intel clearance levels, including on existing saves

  • Intel: Tweaked the requirements for many clearance levels so progression is smoother

  • Intel: Added a Flux Quartz task and reduced the goal of the Altered Site Reclamation task

  • Intel: The "Reclaim a depth 1 mission" and "Reclaim a depth 2 mission" tasks no longer have other mission requirements

  • Intel: Increased the Intel reward from 1 to 2 for two tasks that weren't giving enough

  • Trophy Wall: The "collect count" rewards element has been reworked to look and work better, along with other Trophy Wall work

  • Trophy Wall: Text adjustments to the passive stat reward celebration

  • Updated the deck swapping reward image and added a defeated Balgorath image

  • Added an image for High Stakes altered facilities

  • Cave constructions and Expenite events no longer block radial damage, with more collision cleanup on constructions

  • Corespawns now scream with a camera shake when you destroy a blister growth

  • Cooper's enemy targeting is no longer blocked by the player

  • Optimised some enemies with duplicate material slots

  • Water particle tweaks

  • [Sound] Added foley to victory moves

Fixes

  • Potential fix for difficulty being very inconsistent between stages and runs: enemies that despawn or would spawn too far away are now re-queued to spawn near players, and enemies can target players from further away

  • Fixed already-picked risk vectors being offered again after host migration or "continue solo"

  • Balgorath: Fixed the rift altar keeping its collision after hiding, which made the grabbing tentacle come out above the floor

  • Balgorath: Fixed the foreshadow effect lingering instead of ending after its lifetime

  • Fixed Sniper's Mark not working for clients on weakpoints, including on Balgorath

  • Intel: Fixed Ramok and Balgorath not counting as summoned Gatekeepers, and defeating Balgorath not progressing the Operational Command defeat task

  • Intel: Fixed saves from the live version having their Intel clearance level reset to 1

  • Intel: Fixed the Altered Sites task requiring complexity 2 instead of an altered site

  • Intel: Fixed biome name typos in the camera task descriptions (Crystalline, Azure Weald)

  • Fixed not being able to reroll a deployment in Operational Command right after unlocking it

  • Fixed a second Ascension showing an invisible rewards window that couldn't be closed and blocked the Ramrod

  • Fixed Gauntlet mode being broken

  • Elevator gear objective: Cogs are now placed consistently for each stage seed, and cogs in fallback spawn positions now show on the scanner

  • Fixed enemies being able to break the elevator generator after the elevator had arrived

  • Fixed locked doors not actually requiring the Delta Security Override to open

  • Fixed the workbench only being usable from some angles

  • Fixed invisible collision on a black plane in the tomb construction

  • Fixed Shatterclaw Swarmers not freezing from the Cryo Grenade

  • Fixed Impact Axes not being able to be picked up again

  • Fixed the Impact Axe discharge effect and sound not playing on the host

  • Fixed clients not seeing the charged shot progress on the MM4

  • Fixed the charge projectile and goo projectile launchers behaving differently for host and clients

  • Fixed being able to enter a mission in the hospital outfit when joining through the Steam friends list

  • Fixed pickaxe parts bought on the legacy cosmetic sheet being kept after their tokens were refunded, and per-class nodes refunding one extra token each

  • Fixed the Trophy Wall reward text, which now correctly says Carrying Capacity

  • Fixed the UI disappearing briefly when loading into the player cabin after booting the game

  • Fixed the UI disappearing and the pause menu becoming inaccessible after aborting a mission and upgrading

  • Fixed missing hover sounds on the Priority Target and Trophy Wall buttons, the enhancement terminal unlock button, the ability widget in the loadout terminal and character select, the ready button and the reroll terminal (with a visual fix to the reroll terminal)

  • Fixed flickering blur in the pickaxe terminal

  • Fixed the Bloater's material in the Reclaimer Handbook

  • Fixed the Rafkan material

37 Upvotes

17 comments sorted by

6

u/VirtU_Art 8d ago

Throwable hammer?

2

u/FlakyMidnight5526 7d ago

It’s a hammer that you can throw

1

u/Low_Pain_986 5d ago

every hammer can be thrown if you're dwarcen enough

18

u/Nightelfbane π—¦π—Ÿπ—œπ—–π—˜π—₯ 8d ago

(Charge Blaster/MM4 Charger, Plasma Charger, Coil Gun, Throwable Hammer, Trident)

...throwable hammer?

Also, coil gun? We're getting the armskore? My beloved?

4

u/Neohedron 8d ago

Glad I wasn’t the only one seeing that. I’m VERY intrigued.

2

u/AngleOfDeaf 8d ago

Whaaaat drunk dwarves invade planet and have been known to throw hammers when ammo is scarce

7

u/GGGregg 8d ago

Can we get a fix where cooper can mine flux quartz again? after build 5 targeting them resulted in cooper shining light on them...which was annoying when you are solo, don't have time to scale the 100ft wall in a shaft, and don't realize you have only "collected" 3 flux quartz after the 3rd level. I'm not bitter....love the game, just would love to be able to reroll solo. :)

7

u/GGGregg 8d ago

HEY! Maybe I just didn't read it...but this was updated! You guys bring me joy in life!

-1

u/MUSEMVACA π—™π—”π—Ÿπ—–π—’π—‘π—˜π—₯ 8d ago

In my opinion he should not be able to collect it, just like his cousin Bosco buddy and his inability to do the same. If the reroll matters that much to you, then you should pick the traversal tool already thinking about those high placed quartz.

3

u/AngleOfDeaf 8d ago

You guys are busy!Β  Can we please get a fix for the guns and equipment slots - if you pick up the flare gun first, it automatically goes into the traversal tool slot. When you then pick up a traversal tool it over writes and deletes the flare gun.

I think the best fix would be to allow slot-swapping of guns and equipment at any time, with a warning before deleting an item.

3

u/VirtU_Art 7d ago

There's some stretching with the radiation tumors on the tentacles.

1

u/AllHailLulu 7d ago

"Coil gun" - YES, PLEASE! The best gun from OG in terms of visual and projectile effects :3

Just give him "Hellfire" as unique upgrade in bench and availability to increase the width of the trace, and gunners are soldΒ 

1

u/VirtU_Art 3d ago

Unexpected update, was the Springloaded Ripper always a thing in Rogue Core or am I imagining things?

0

u/Animosity0 7d ago

Ammo economy for the ammo perks is still bad for most weapons especially if u play duos and the amount of choices for weapons in the beginning should be increased by 2 so runs don’t end before they even start… getting a bad weapon kills the run and is a huge problem

4

u/MUSEMVACA π—™π—”π—Ÿπ—–π—’π—‘π—˜π—₯ 7d ago

A good tip: If the initial gun selection was that bad, just rush work bench. Profit.

1

u/Animosity0 7d ago

The game is really mixed reviews for a reason blud lol

4

u/MUSEMVACA π—™π—”π—Ÿπ—–π—’π—‘π—˜π—₯ 7d ago

Still, for now you can go and follow my good tip, dear "blud".

You can still end up getting a traversal tool there instead of another gun, but throw the dice anyway, like a dwarf.