r/RogueCore

▲ 276 r/RogueCore

Was bored, so I've Bionicle-fied a Corespawn Creeper. Thoughts?

Tried my best at matching the colours but there's always a huge different from the unlit model and the render when using Bricklink Studio; this is all I could do.

u/LukeMaster12_ITA — 9 hours ago
▲ 135 r/RogueCore

New Update 2 Experimental Build

Reclaimers,

We are still collecting and processing feedback on the new hazard options and other features introduced in the first Experimental build and will need more time before we have a new iteration ready. In the meantime, we have released a second Experimental build with some new stuff for you to try out along with some smaller tweaks and fixes. Let us know what you think.

With love,
- The Ghost Ship crew

— [FOCUSED FEATURES] —

NEW SPECTE CORE EVENT
We’ve added a new event to the pool but this one gets you an artifact instead of expenite, if you can keep the machinery running. Please give it a spin and let us know what you think. One concern we have is clarity and team coordination. So we are extra interested in how this thing feels in multiplayer.

NEW EXPENITE UPGRADES & ARTIFACT
We are finally ready for you to test the next batch of upgrades. It’s only 7 this time (plus one artifact) but we hope you like them. In no particular order they are:
* Frostbane: For every Stone Skin your Melee Damage gets +5% ice damage.
* Weathering Blast: When active Stone Skin expires, deal 50 ice damage in short range. +25 per 5 Stone Skin lost.
* Icy Shrapnel: Hitting frozen targets launches ice fractures in a cone, dealing +25% ice damage in Short Range.
* Icicle Strike: Power Attacks spawn Icicles lasting for +8s.
* Spark-Booster: When enemies in Medium Range are electrocuted you get 45% movement speed for +3s.
* Grid-Shock: Damaging electrified targets spreads +50% as electric damage to enemies it is tethered to.
* Concussive Shot: Weakpoint hits have 25% chance to stun targets for +2 seconds. Stun is guaranteed on weakpoint break and doubles duration.
* Nuclear Optics Artifact: Enemies in your flashlight beam take 30 radiation per sec.

— [GENERAL TWEAKS AND FIXES] —

CHANGES
* Change duck and weave to provide its block chance when jumping or sprinting
* Replaced armor break attribute with armor piercing on the Lok-1 Rifle
* Added blowthrough attribute for Lok1 Rifle
* made explosive upgrade for Lok-1 rifle more common.
* Updated text on explosion attribute for Lok1
* Ramrod cabin deco wip
* Molaktula improved phase change animation
* biome work
* biome color tweak
* Fixup the hazard picker widget
* Tweak hazard picker sound
* Add hazard and pace selection to cheat menu seed selection

FIXES
* [Bugfix][CaveGen] further improvements to make tunnel constructions carve all the way through
* [bugfix] Fixed the Hammercaster ammo counter initializing with a negative number.
* [Bugfix] Fixed issues relating to actions (such as smart rifle burst) being canceled when you land into a sprint
* [Bugfix] Last Shard Spawned in Elevator Room
* Fix some text issues reported by translators
* [bot] Fix stuck class-ability modifier and grenade re-throw on fire input
* [Bugfix][CaveGen] fixed tunnel constructions not carving all the way through in a lot of cases
* [BugFix] Creeper vines are very punishing / does A LOT of dmg to reclaimers.
* [bugfix] fixed sentry drones center of mass being in front of the drone
* [bugfix] fixed chemical explosive rounds for the Lok1rifle
* fixed asteroid field in loading screens
* [bugfix] Fixed the Lok1 -50% lock-on degree attribute not working
* Add an extra safety check to the amount of vote options
* Fix cheat terminal adding 4x armored mob risk vector (when nothing is picked)
* Fix double and triple waves spawning randomly
* [CrashFix] Prevent crash in double drills tool
* [Bugfix] Incendiary grenade is now much more consistent with its visuals vs where the fire collision is and their duration
* Fix slicers sword not being able to hit some objects
* Fix small alignment issue with hazard on end screen
* Prevent crash if pickaxing some objects
* altar set dressing
* Include run hazard and pace in the stage seeds
* [Bugfix] potential fix for missions not loading in
* Added Smart Targeting attribute for Lok-1 Rifle.
* [bugfix] fixed autosprint breaking if a weapon is fired using the input buffer
* Fixed sprinting canceling pickaxing when landing
* Fixed incendiary grenade not doing any damage
* Fixed altar signs not showing the set content.

reddit.com
u/Mike_GSG — 14 hours ago
▲ 220 r/RogueCore

There should be a slight chance for different variants of bosses

I like rogue core's bosses for the most part, I think the Molaktula could use a little toning down but besides that they're all really good. I just think that for something you encounter every single dive, they can all end up feeling a little same-y after a while.

I think they should have a small chance for different variants, just to spice up the boss fight from time to time. Slight changes to make the boss itself feel a little more unique every run, and to change the way the team will play around each boss. I made 3 beautifully illustrated concepts to demonstrate my point.

The tall-laktula is a Molaktula, but really tall. So tall it scrapes the cave ceiling. So tall you'll have to look up to shoot at it. This means you have to switch between fighting the boss and making sure there's no small enemies sneaking up on you. It's so tall, it doesn't trigger close range proximity.

The big-laktula is a Molaktula, but really big. Because it's bigger, it has a much larger health pool than the standard Molaktula, moves slower, but to compensate enters its invulnerability phase far less often. It also attacks with its ranged options far less frequently. It chases down players and attempts to squash them underfoot.

The Ebo-laktula has a constantly regenerating ebonite shield that covers its weakpoints, which must be broken with melee damage before the team can attack it.

I don't want the bosses identities to be changed up all that much, I think all 3 are really solid, but I think little variants of the fights could go a long way to making the end of the mission feel more interesting than it currently is. Kind of like how balatro changes what hands you can use, or in hades how the bosses will sometimes have altered movesets/elements.

u/FlakyMidnight5526 — 1 day ago

Retcon: is it me or is it stupid?

I like all the new classes so far. Falconer gives you a little pet to send after monsters and an avenue for distance-reviving. Slicer encourages getting up close and meleeing them. Guardian is highly defensive. Spotter essentially weakens monsters for others to kill. But I'm just not getting Retcon's appeal.

Rogue Core is about getting from point A to point B as fast as you can. But Retcon rewinds time, bringing her back to where she was 20 seconds ago. Why would you ever want to do that? Why would you want to kill all the progress you made? RC is a linear game.

I guess the appeal comes from the fact you can unload on enemies for 20 seconds and not suffer ammo or health loss, but A) that highly depends on what weapon you have. B) only applies if you don't take fatal damage, which is hard to control. One bad swipe can eat 25% of your health or you get trapped or just get bad luck (or maybe I'm bad at the game), but the risk of dying increases when you get yourself out there during that 20 seconds and blast everything. Makes it not worth activating.

Am I missing something here?

BTW, the other abilities are fine but dont feel like they fit the theme. Rage is mid--helpful but nothing innovative. And innate Iron Will I find only useful in the hands of someone really skilled (i.e. not me)

reddit.com
u/theWallflower — 1 day ago

I really love the thrashers, I just wish they were more common. As it stands I only see a couple a game

u/FlakyMidnight5526 — 1 day ago

Is there a way up or down the forbidden bucket well?

My weapon box toolkit spawned down there and I was already 5 levels in my facility so I didn't feel like experimenting to see

u/LT_JRH — 1 day ago

Fixing the timer's biggest issue

It's very clear that the timer is designed to punish loitering, the problem is that its existance also punishes exploring the level and doing side objectives
But there's a very simple way to nullify the uneeded punishment for the latter

Push the timer back a little whenever the team accomplishes side objectives
This solution would not only work but is also flexible as there are many things that could potentially push back the timer

Potential ways players could push back the timer could be:

  • completing side objectives
  • leveling up
  • recovering cameras
  • killing strong enemies

Additionally, I would suggest that starting the elevator event should stop the timer altogether like when fighting the bosses
There's already an endless swarm threatening you until you leave the level, there's no need for extra pressure

reddit.com
u/InkyBoii — 1 day ago
▲ 252 r/RogueCore

Can spotter's scan affect invisible creepers? Please?

I know it's not that big of an issue, but it really pisses me off whenever my team picks invisible creepers when I'm playing spotter. You can still see them on the radar thing, but the scan can't pick them up. I'd also be good with the radar not seeing the invisible creepers. It's just really inconsistent that half of spotter's kit can pick them up, and the other half can't

I love the highlight ability, it's probably in my top 3 favorite. Giving your team so much information to work with is really satisfying, and a spotter that actually uses it is incredibly valuable to the team. However, this ability becomes FAR less useful once you choose invisible creepers. We'll be in the middle of a wave and I see a huge amount of invisible creepers coming from another angle, and I just can't warn my team about them.

Or we'll be exiting a tunnel, I see about a hundred dots hanging around the exit, I scan, nothing, my team takes a huge amount of damage. "Oh but it ruins the challenge of invisible creepers" so why do they still show up on the radar? I already know where the creepers are, but I don't want to have to ping each individual creeper to give my team that information

u/FlakyMidnight5526 — 2 days ago

My DRG Rogue Core feedback (SANDBOX MODE PLEASE)

My biggest frustration is that I'm the type of guy that like to deeply research games and make builds, but the descriptions of too many upgrades are too vague and I don't have a sandbox mode to test the complexities

  • We need modding support ASAP
    • I need a Sandbox more than ever since this game is a roguelike
  • Certain expenite events should only start after everyone but one person says yes, because I've lost TOO MANY runs to a noob starting a vault that cannot be completed
    • The Vault event in particular has been an especially bad one; it should take everyone in the lobby to start
  • You should be able to heart an upgrade even if it's your turn to say "Does anybody want this more than me?"
  • There should be a screen to see ALL your stats
    • Would be very useful to figure out what the stats are by default
  • Hovering over icons should tell you what they are to help with noobs learning
    • Like Merits and Chips, they don't tell you what the icons mean when you hover over them
    • Related: there are some hoverable things in certain ability descriptions that gives you more info, but if you have to hover to open the description and try to move your mouse to hover over the other thing, the description will disappear and it makes you unable to read the other thing
  • Thrown items should be affected by anti-grav columns
  • So many features and mechanics get barely any good upgrade synergies
    • Looking at you, Electricity & Acid

minor stuff

  • Fix cursors sometimes not appearing when selecting risk vectors
  • Remove the Reload Speed upgrade in the Workbench for the MM4-Charger and other weapons that don't reload or overheat
  • Setting to increase the volume of the sound that plays when someone chats
    • People never use VC so this would be a nice addition
  • Game should tell you what red level you need to get to to ascend
  • The entire elevator should be highlighted when using the laser pointer, like how the drop pod is
  • Make it so that the resupply tells you how much ammo it'll actually give you rather than always say 50% (with just one enhancement you can make resups give you 70%)
  • Technical Reload IV should tell you that it gives you the Born Ready perk

minorer stuff

  • The Dwarves' rooms are labeled as I, II, III, and IIII, instead of IV
  • High score at the gym should save
  • Omega should get annoyed at me kicking barrels into the launch bay
  • Add a button to randomize all parts on the pickaxe like in DRG
  • Subtitles don't appear when attacking Omega at the bar
  • Why is the fourth beer placed behind some empty mugs
  • Doors in the Ramrod shouldn't have collision at all IMO
  • There should only be a notification on the screen of the Enhancement terminal if you can actually buy an enhancement
  • When rotating the planet in Mission Select, your cursor goes invisible but it's still there, so if it hits the edge of the screen you can't rotate the planet any further without letting go and reclicking
  • Thrown items shouldn't have gravity in space
    • It might be easier for the devs to just make thrown items anti-grav when using the wormhole beer
reddit.com
u/bj_the_meme_machine — 3 days ago

Genuinely one of the strongest builds I've ever gotten

Teammates were also insane, we got 650, 410, and 550 kills. Also Guardian somehow got 16 MILLION non-overkill and we never went into overtime I have no clue how he managed that.

Also could we get some post flairs here?

u/Gorthok- — 3 days ago
▲ 117 r/RogueCore

2 Turrets, 1 Retcon: Welcome to Sentrytown

Crits Stun + Stuns give Ability recharge + Rewind + 2 Turret items + One poor Ramok = Six minutes of unadulterated pleasure

(Bossfight begins at 2:20)

u/Girros76 — 4 days ago

Dwarf vs Dwarf

Which reclaimer wins in a free for all? For balancing reasons all dwarves kits abilities are usable against one another, and we can give them all a standard deep core as a basic firearm, a couple sticky grenades and their standard class equipment and pickaxe. Who’s winning?

And yes I understand retcon probably packs up everyone pretty quick, but consider the fact it’ll be difficult for her to focus more than 1 dwarf at a time. Fight takes place in a cave with decent cover

reddit.com
u/Major-Gear-1849 — 4 days ago

I got Molaktula'd

Experimental branch, thought it would be cool to see what the developers have done to the Tula, was greeted with a forced defeat, lol. Karl knows where that last fragment was (I've searched the caves outside of the arena too), but I definitely do not.

u/HeDiedOfDeath — 4 days ago

Mutator idea: Gravitational reshuffle

Now that the draft system for the perks and the timer display have been reworked, I think rogue core can benefit most from a rework to its cave generation. I've had very few missions where the cave gen led to interesting scenarios with my team, leaving every single dive feeling the same.

I came up with a new mutator idea: gravitational reshuffle, with 2 variants. Upwards Shuffle or downwards Shuffle. In upwards shuffle, every floor will be one long climb upwards, where the team will have to use its traversal tools in tandem to make it from one chamber to another in enough time to clear out the cave.

Once the players make it through the in between hallways, tools like the platform gun or drills will help the team make space to fight and navigate to chamber objectives, like moving the toolbox or getting the team to the bio-booster.

The first chamber of a dive will always be normal, before the rest of the cave and all subsequent floors will be shifted 90 degrees either up or down. The ending elevator will be rotated 90 degrees so the team will have a place to stand and wait for the team to group up. It will also arrive like this, so the entire team isn't immediately dumped to their death upon arriving to a new floor.

This idea takes pre-existing assets and presents them to the player in new and unique ways, turning standard chambers into either a full game ascent or descent. Bugs would come from above or below, changing your angles of attack from a 180 dome to a 360 sphere.

This will force the team to operate in uncomfortable chambers where the corespawn have the advantage, naturally having longer sightlines up and down. Fighting in the large chambers will usually entail careful close quarters movement where slipping up could lead to you plummeting to your death and falling a chamber back, where your team has to rush to revive you through either an enormous fall or a nerve wracking climb back.

The large chambers that would normally be safe to fight in become huge pits with small floors that the team has to be cautious fighting in, and curvy hallways stay the same. It also makes the overwatch bio booster card have a use. The way you use and think about your weapons and grenades would change, what builds are and aren't viable, equipment crates would gain a lot more use as the team wants more traversal options for team play or individual freedom, it would bring a lot more nuance and variety for players.

As for enemy behavior, I think this idea could be incredibly easy for ghostship to implement, as the corespawn can already follow players perfectly fine through the existing vertical cave elements. Aerial enemies like the drifters or the Rafkan also have an advantage, as they can reposition vertically a lot faster than the reclaimers, coming from blind spots and applying fast pressure that the corespawn couldn't.

This also encourages players to fight in the close quarters level elements that otherwise would be unoptimal to fight in, because the major chambers are so drastically different, square hallways would remain nearly unchanged. This also encourages players to pick close quarters weapons if the team is coordinated in where they choose their fights.

I think this would give players who are looking to spice up level generation an outlet to try drastically new builds and styles of play. It will also give players a reason to interact with indoors combat (yes I know everything is indoors because we're in a cave, you know what I mean) and make the traversal tools shine even more than they already do.

I don't know how hard it would be to implement on the developer's parts, I doubt weapons crates, workbenches, bio boosters, and other interactable things were meant to be placed sideways, but enemy AI wouldn't have to be adjusted, and I'm certain terrain is in the same boat.

I think as a concept this would greatly impact how players choose their weapons, perks, cooldowns, and how they think about engaging with a threat/obstacle. It would also throw in an additional threat to each and every encounter of plummeting to your death, encouraging situational awareness and coordinated play. Or it might be really annoying, let me know what you think.

TLDR; Mission modifier that flips the terrain either 90 degrees up or down

u/FlakyMidnight5526 — 4 days ago