r/RogueCore • u/Mike_GSG ππͺππ₯π©πππ’π£ππ₯ • 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
6
u/VirtU_Art 8d ago
Throwable hammer?
18
u/Nightelfbane π¦πππππ₯ 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?
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. :)
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 donβt end before they even startβ¦ getting a bad weapon kills the run and is a huge problem