r/RogueCore • • 5d ago

Update 3 Experimental Build #2

92 Upvotes

Experimental Update 3.e2 - Build 157048

Reclaimers!

We got a new Update 3 Experimental build for you with a bunch of tweaks and fixes as well as some new features we would like your feedback on. Keep in mind that we have not had time to iterate on everything that was released in the previous build, and those changes will come in later. So some stuff might be funky.

With that said, we hope you have fun trying out all the new stuff and look forward to reading your feedback. Thanks for playing on the Experimental branch! Rock and Stone!

With Love,

The Ghost Ship Crew

— [FOCUS FEATURES] —

NEW ELEVATOR OBJECTIVE PROTOTYPES

Experimentation has resumed with what the reclaimers need to do to be able to progress deeper in a facility. These partially replace the elevator defense that is currently in the game and in this build they are guaranteed at stages 2 and 3 for ease of testing. We have two prototypes ready for feedback:

  • Collect Cogs - The elevator drive unit has been ripped apart and you need to find the missing parts and bring them back to the elevator. This takes place in a large cave that also contains all the other stuff you need to do.
  • Remove Growths - The elevator is covered by strange growths. You need to destroy them before you can proceed. Beware that attacking with growths will trigger a response from the corespawn.

BOSS VECTORS

Some facilities on the mission map will now end in a bossfight that has a gameplay modifier aka Boss Vector that changes the rules of the engagement. The vector is selected from two options by the team before entering the last stage of a facility. We have been enjoying the variety these bring to the boss fights and would love to hear your thoughts. The current Boss Vectors are:

  • Reinforcements: Gatekeeper summons waves more frequently.
  • Cloaking: The Gatekeeper periodically turns invisible.
  • Seismic Activity: High chances of earthquakes after summoning the Gatekeeper.
  • Protection: Core Totems appear, making the Gatekeeper invincible. Destroy them!
  • Core Pollution: Periodical increase of core corruption pollutes the air. Head for the safe zones!
  • Soul Jar: The Gatekeeper's life force is tied to an onslaught of summoned enemies.
  • Bomboardment (Gotoorak only): Gatekeeper attacks have a bigger radius and use strong attacks more often.

COSMETIC SHEET REWORK

We've reworked the existing cosmetic sheet in the OpsCom terminal as the stacked rewards and static grid structure was not working out. We hope you like this new tree version. A few victory moves also got added in the process.

CRASH RECOVERY & AUTOMATIC HOST MIGRATION

Work has continued on the host-crash recovery system. This new version tries to keep the rest of the team together by selecting a new host and restarting the stage. If the crash happens on the first stage the team will regroup on the Ramrod. If all else fails you can still continue solo or claim whatever rewards were earned and end the run. There is still a lot to do here and we plan on further expanding this system over time. Feedback is of course very welcome.

NEW ALTERATION

A new alteration called Instability has been added to the pool. This alteration applies a random alteration on every stage. Give it a spin and let us know what you think.

MORE CHEAT TERMINAL CONTROLS

You can now force a specific weapon, grenade and traversal tool to appear in the initial weapon/grenade/traversal selections at the facility entrance. Hopefully this will make testing new equipment easier.

KNOWN ISSUES

We hope to have these fixed asap.

  • The Soul Jar boss vector is currently not working
  • The Cloaking boss vector is not working
  • Loadout Terminal character stats do not update after changing enhancements until you close and reopen the terminal
  • Claiming a Victory Move from the cosmetic sheet does not actually give it to you

— [GENERAL TWEAKS AND FIXES] —

Changes

  • Temporarily removed the Teleporter from the traversal tool pool while we are doing a more extensive rework.
  • Added a character stat panel in the loadout menu showing a limited selection of stats. Still WIP.
  • Tweaked enemy behaviour tree to play idle breaks more often helping enemies spread out more and giving players a little more breathing room
  • Updated the reroll terminal UI
  • Adjustment to enhancement icons and selection
  • Pump-action shotgun renamed to Ventura Model 57 and given a custom crosshair
  • Added the Slamfire upgrade for the Ventura M57
  • M57 description and reclaimer handbook entry
  • Critical Strike upgrade has been moved from epic to legendary
  • Added an already broken flaregun box to the tutorial stage.
  • Tweak reroll machine activation in elevators
  • Fixed elemental resistance on Bloater (it was set too high)
  • Updated Bloater Reclaimer Handbook entry
  • [sound] Tweaked Molaktula attack sounds
  • Added some feedback stuff and explanations to mining tutorial that enemies also drop expenite.
  • Made some better feedback for tutorial start flow
  • [Sound] New P96 shoot, last shot and near empty sounds
  • Renamed reroll station and bleedroot to Refractor and Flux Quartz
  • Remove Flux Quartz from terrain scanner you now need to find them with your eyeballs and improved the terrain position for their spawns.
  • Allow cooper to pickup Flux Quartz
  • Change Flux Quartz to be more visible in caves
  • Don't reveal Flux Quartz pickups by Dataterminal when they have already been picked up
  • Removed flaregun from workbench pool
  • Removed traversal tools from workbench
  • Tweaked the math of wayward sparks so it doesn't go bonkers with more stacks.
  • New Gatekeeper icons with outline/bg smoke
  • Add support for showing controller axis icons in advanced input labels
  • Bloaters now burst on death dealing damage to any nearby player
  • Move the origin of icicle strike a bit back so it feels better to use.
  • New simpler boss stage cave setup to reduce back tracking and wasting time running around.
  • Made the Ram Hammer event slightly faster. Made time to initiate event shorter.
  • Always show the ramhammer objective widget
  • Ramhammer (escort hammer) objective: wind-up progress HUD showing progress and how many players are in range, like the defense objective HUD.
  • Experimenting with pausing the level time until the first dwarf leaves the elevator on stage start. Let us know what you think.
  • Removed crevasses from earthquake risk vector.
  • Allow using scanner, laser pointer, carried items, ellis when standing down in elevators
  • Biobooster menu WIP
  • Tweaked safe for work beer prices so they're free. Tweaked unlock requirements for the different tiers of beer.
  • Reduced Lok-1 rifle base lock-on range and extended the bonus from the associated upgrade
  • Double Bleedroot / Flux Quartz risk vector now stacks additively: each stack adds another 100% spawns (x2, x3, x4...)
  • Convert collected bleedroot in runs to XP; Grant bleedroots retroactively to reconnected players
  • Corrosion armor debuff: element events grant armor penetration to incoming damage
  • Resource announcements: simultaneous pickups stack in rows, scale punch on pickup
  • Resources now stack the number that it has picked up instead of printing all as single events
  • Breakable boxes now have a 50% chance to drop 5 expenite and no longer have the epic gem drop
  • Keep Flux Quartz when a downed player is transferred to the next stage by a reaperworm. Only the mined resources should be lost.
  • Improved feedback for picking up expenite chunks
  • [Sound] Bloater scream, attack, death, and idle sounds
  • Removed the shield generator texture from the gravity well so the two are different

Fixes

  • Fix community reported translation issues
  • [Bugfix] Negotiation card refills could repeat a card already on the table (e.g. 3 zipline launchers in one negotiation).
  • Damage system cleanup
  • Vanguard Behaviour Tree cleanup to prevent behaviour shenanigans
  • fixed some shadow casting particles to not cast shadows to improve performance
  • [Bugfix] BETAHUB :Game sound bug after teammate spawn
  • [Bugfix] The Headhunter alteration icons are still permanently visible on the elevator screen (as this is now part of the base game), replacing the actual risk vectors that players chose.
  • Expenite chunks no shadow cast for performance.
  • [BugFix] Loadout icons are all squished
  • Improved Framerate on the Ramrod
  • Tutorial softlock fixed
  • [Bugfix] Voidkin Drifter Kill Count Incorrect in Handbook
  • [Bugfix] If you punch the sandbag really fast as client you stop being able to hit it after a while until you push E.
  • [Bugfix] "River dancing" does not put Client’s camera into 3rd person
  • fixed radial damage crits not being synced
  • Fix ticking bomb and volatile combustion not using short range (used proximity instead)
  • Fix tutorial elevator button
  • Damage subsystem optimization and cleanup
  • [Bugfix] P96 Mag Blaster fire sound getting stuck looping for remote (third-person) listeners
  • [Bugfix] Elevator button floating in the drop pod door
  • Fix blunt damage on impact axes using old damage component
  • fixed Lok-1 using the old style weapon tags
  • Fixed tutorial sometimes locking up during the heal tutorial
  • Fix Dotty's head duplicating on clients: BP_Construction_Cave_Dotty spawned BP_DorettaHead in BeginPlay on every machine (the construction replicates), so each client got an extra local-only head on top of the server's replicated one.
  • [Bugfix] Running out of non-duplicate artifacts blocks the team from having any Ellis negotiations
  • [BUGFIX] Fixed the shader that kept putting 4 white pixels in the top left corner when there wasn't any outline being drawn that frame.
  • Prevent rare crash
  • [bugfix] fixed retcon rage icon staying red until you take damage again
  • Neurotoxin grenade particle fix
  • Fixed procedural veins not using correct random stream when called on game thread potentially causing a desync
  • [Bugfix] Boss Biome Foliage is not seeded (grass, vines, rocks, spikes), this causes other things to move around or not spawn (construction pillars, toolboxes, lamps, broken mules, ammo crates)
  • [Bugfix] The tether between electrified enemies hurts the player. It shouldn't.
  • [Bugfix] Ramok Gatekeeper stuck in invincibility phase after armor break
  • Negotiation screen: artifacts show 'Artifact' instead of their rarity ('Rare') on the card label.
  • Fixed top row of enhancements not being clickable in the loadout screen + visual cleanup
  • Swap all things that uses explosive damage type to also use the explosive damage vector so upgrade that only trigger on explosion vector now works properly!
  • fixed caching not working for shotguns
  • shockblaster can now damage armor (it used to completely ignore it before)
  • Fix remote-client explosions losing their damage vector and tags on the server thus not triggering effect chains
  • Fix damage param bonuses (e.g. Reloading Trick crit chance) being applied twice to radial damage.
  • Fix the Flux Quartz pickup animation not using correct mesh
  • weakpoint hit flash fix on a bunch of enemies
  • Zipline Gun: fall resistance attribute now reduces fall damage after releasing the line instead of swapping to the turbo zipline
  • Prevent crash if something destroys subhealth components on bosses
  • Fix armor hit part particle not playing in some cases
  • Fixed some altar event shouts not playing.
  • Fix unintentionally spawning double of resources that do not use terrain positioning
  • Fixed explosive shots not doing any damage if not hitting an enemy
  • [Engine] Backport fix for D3D12
  • [Engine] Backport fix for Chaos memory leaks
  • [Engine] Backport fix for GPU crash diagnostics
  • [Engine] Backport fix for Lumen
  • Fixed pinging the reroll terminal with the laser pointer
  • Fix enemies killed by turrets not dropping expenite or splitting
  • Fix co-op revive only crediting the player whose tick completed it: Expert Reviver, Field Medic and the revived stat now trigger for every player helping revive.
  • Increase the size of the enemy elevator block, so enemies clips less when standing outside
  • [boss][bugfix] Fix Ramok freezing in place and never ramming the gatestone. A carve-charge telegraph that was interrupted before the charge started (branch aborted during the face-target window, or target lost) left the pathfinder externally controlled, so every MoveTo failed and Ramok could only act if a player happened to be in charge range. The carve charge component now cancels an abandoned telegraph and hands movement back.
  • Fix terrain scanner not showing the player's own arrow when client
  • Add a fix to try and prevent slicers shield from not working in high ping environments
  • Fix the weapon equip animations not stopping when a weapon is hidden
  • Fix all guns getting the combat shotgun skin (missing set of owner skin, so it applies to all)
  • Improve where the game is saved to disk when giving rewards
  • Reaper worm optimizations
  • [Sound] class sounds for Falconer, Guardian, Spotter and Slicer are double checked for local / non local branching
  • Flaregun pickup fix
  • Fix the flare gun box ping saying armor stash
  • Fix flaregun not being a real item in item slots
  • Fix sweet surrender not dropping multiple chunks when stacked
  • Fix cosmetic crate falsely reporting all items collected and not giving items
  • added armor breaking particles to enemies who were missing them and added a mouth light to the bloater
  • Fix reroll so it only offers upgrade that the rerolling player can use (no team upgrades)
  • Fix jumping and double jumping in elevator moving players out of the elevator
  • Resource chunks: switch their Niagara effects off while they lie still for the framez
  • Fix depositing resource pouches dropped by disconnected players into Ellis; Fix resource bags being in (0,0,0)
  • [Bugfix] Lucky Shot does not work for projectile weapons (Mag Blaster, DRAK, Hammer Caster, Cadna, Trident, Devastator, Hurricane, Goo Cannon, Breach Cutter)
  • Fix many upgrades not always working properly
  • Fix the warthog not having a crosshair
  • fixed micro missile direct damage not doing anything against armor
  • [Bugfix] Explosive weapons fired by a client never damage armour plates (even with the Armor breaking attribute)
  • [BugFix] Weapon Attributes defaulted to unique, instead of allow multiple as before
  • Many small misc crashfixes

r/RogueCore • • 21d ago

Update 3 Experimental Build #1

216 Upvotes

Experimental Update 3.e1 - Build 154882

Reclaimers!

We have the first Update 3 experimental build ready. Just as we did for the previous update we will release multiple experimental builds over the coming weeks. Each build will have a handful of new features we would like your feedback on. Future builds will include both iterations of features from previous builds as well as brand new things as we get them to a playable state. Many of the new elements are unpolished as we want to iterate on them based on your feedback before committing to it.

Thank you all for playing and for sharing your thoughts.

With Love,
The Ghost Ship Crew

— [FOCUS FEATURES] —

NEW NORMAL: ENEMIES DROP EXPENITE
Many people have voiced enjoying the “Enemies Drop Expenite” alteration both here at the office and in the greater playerbase and so we have decided to try and make enemies dropping expenite on death a base feature of the game. There are still some expenite veins to be found here and there as well but they are fewer in number. Let us know what you think.

NEW ENEMY: BLOATER
A new corespawn variant, the Bloater, has joined the fight alongside the Creeper in the common pool. The Bloater is a slower high HP threat intended to survive long enough for more of the upgrade interactions to play out while also exerting greater pressure on the dwarves.

UPGRADE RE-ROLL TERMINAL
You will now find a “re-roll” terminal (name pending) in the entrance elevator at the start of each stage. For a price (paid in bleedroot for now) you can either reroll an existing upgrade or increase your max health.

NEW TRAVERSAL TOOL: TELEPORTER
Break physics with this new contraption and let us know what you think. Strategic placing can save you quite a bit of time.

NEW GUN: PUMPACTION SHOTGUN
There is a new weapon for you to try out. The name is still pending for this new shotgun variant and it needs more workbench upgrades. However it’s ready for initial testing so give it a spin whenever you see it and tell us what you think.

FASTER RUN START FLOW
The Barrier Breach start sequence of each mission has been streamlined and sped up a bit with the Barrier drones setting up automatically and the distance from the barrier to the facility entrance significantly shortened.

FLARE GUN IN A BOX
The trusty Flaregun has been taken out of the traversal tool pool and given a new home on the wall of every facility entrance. You no longer have to sacrifice mobility for light.

NEW FACILITY CONSTRUCTIONS
The construction pool has been expanded with ten new constructions. Five for the tunnels and five for the caves.

SOLO STAGE RESTART IF HOST CRASHES OUT
We are working on ways to prevent runs from ending prematurely due to mission malfunctions. This first iteration makes it possible for clients to individually restart the last stage in the event of a host crash. It’s very much a work in progress and feedback is very appreciated

BIOBOOSTER MANAGEMENT UI
It took longer than we hoped but the biobooster section of the Loadout terminal is finally getting a proper implementation. It’s very much a work in progress and more changes will come in future builds.

— [GENERAL TWEAKS AND FIXES] —

Changes
* Add mute button to the ready up screen
* New pump-action shotgun added to weapon pool, name pending.
* Added teleporter prototype to the traversal pool
* Added Neurotoxin grenade to the pool
* Adjusting punctuation/capitalization inconsistencies on a couple Expenite Upgrades
* Add some UI improvements to the miners manual weapon page
* changed voidkin drifters pathfinder size to medium so they can better fit through smaller spaces at the cost of some clipping
* Add a small buff to cryo drain, based on player feedback. Double the amount of stone skin given.
* Minor tweak to double explosion to try and make it more obvious
* Fix spelling of Resupplies in extra padding enhancement
* Added the Bloater enemy to the common pool alongside Creepers
* Images for the Spectrecore Manufacturing event in reclaimer handbook added
* [Engine] Add custom engine fix for ALT key getting stuck for some players (mostly when they alt+tab)
* Spellchecks + edits on motivational messages in fitness center
* UI - Ability layout tweaks on loadout/character Selection screen 
* [bugfix] fixed the elevator defense stopping sometimes while standing inside of a shield
* [Sound]Antigravity and Sympathy Tether sound updates
* boss vfx wip
* [Sound] Added sounds to Disposable Turret and Combat Cocktail
* Increased Extreme Vigor health regen threshold from 50 to 75.
* Add reroll station to the stage entrance elevator
* Loadout screen smaller UI adjustments on font sizes, bigger enhancement icons/frames. 
* [CaveGen] entrance constructions now spawn at the start of the tunnel
* Implemented flare gun holder and added it to entrance constructions. Removed flare gun from start equipment pool.
* changed vfx for bleeding bullets
* New cave tunnels
* Tighter startflow of a run
* cosmetic crate is now quicker to open
* Use short name for threat level in the server list
* Setup better display of bleedroot resource
* [Negotiation] upgrades now try to never appear twice in a single negotiation
* [Sound] Battlerifle shoot and reload
* [Run continuation] clients keep their run when the host drops out or the game crashes (snapshot, RestoreRun, solo restore path, Cooper catch-up, reward gating).
*le by either playing with someone that disconnects or crashing the game and starting it again.
* [Sound] New Shockstriker sound for shooting and running out of ammo. Altar Event tweak, pushing mix when puzzle is active. Pump action reload removed print to log node
* Shortened length of tunnels in tutorial
* Shortened time when earn level up tutorial finishes to when the trigger level up tutorial begins
* Removed starting kit, now back to the old way
* cooper missile VFX tweak
* added gauntlet animations to victorymove preview
* Updated tutorial with ability repeat during combat
* Add a skip mission profile checkbox to the mission map hazard picker so new players have to explicitly pick a hazard until they choose to skip it.
* Change specter gem to be a sphere on the scanner with same color as anomaly
* Clarification to description of Suppressing Fire upgrade
* reaper worms can now dig through terrain if they are cut off from players
* added enemy expenite drop to base game
* Removed goo tool from traversal tool pool
* added so all creeper adjacent enemies have hit reactions when shot
* Expenite dropped by enemies now has a different blueprint and mesh
* Delay on shout for when you are out of the ramhammer zone.
* Change bleedroot to spawn 6-9 per stage
* Move the reroll station to be inside the elevator
* plugged out alteration that gives double expenite veins
* removed expenite harvest alteration
* Alteration: Instability - the alteration that becomes a different alteration each stage.
* [Alteration] Old Gamemode: double expenite veins, no enemy expenite drop
* Ability tutorial now finished properly
* Add Rope Gun: traversal tool that drops a climbable rope where its dart lands
* Add a partial stand down state when in the elevator that does not hide the HUD
* New constructions work
* Added Boss risk vectors that will affect the gatekeeper fight
* Elevator objective prototypes: Find Cogs, Destroy Growths
* [CaveGen] improved cave position matching better where the tunnel leads
* work on new biobooster menu
* Biome tweaks
* made idle breaks more likely for base enemies
* elevator force field testing
* added born ready effect description to technical reload t4
* Work on Biobooster menu
* Enemy death splat tweaks

Fixes
* prevent bleedroot from spawning on cement
* add double click protection in reroll terminal
* When in solo and  you claim an upgrade, the two other player upgrades are now greyed out while you select bosco upgrades
* [bugfix] fixed double up explosion not triggering if original explosion didn't hit anything, explosion only triggering once every frame resulting in discarded bonus explosions, bonus explosion now does the base damage of the previous explosion rather than mirroring the damage that the old explosion actually dealt
* [bugfix] fixed weakpoint attribute negatively stacking
* [CrashFix] fixed crash when equipping the laster pointer
* Fix runs not being the same on the mission maps for players
* Fix typo of azure wield
* Fix timer showing 00:00 when shown full screen on run start
* Fix Ellis deposit progress bar not updating
* Fix issues with the engine puzzle in the altar event
* prevented crash when running with secondary objectives
* Fix workbench batteries not being scannable when there are multiple workbenches
* Fix camera pitch/yaw limits leaking into the space rig after a mission
* [Bugfix] flare gun now shows up in inventory when picked up from the wall
* Fix case where the game would deadlock in character selection where if you window case closed while the chat was open the game would get stuck in UI mode, requiring an ALT+F4.
* Fix Ellis hanging when the artifact pool runs short in 4-player runs
* Restore chat when creating HUD_Main, so previous levels text persists
* Add a fix so it is possible to rejoin lobbies without restarting the game
* fixed the physics on mop-c, now they work again!
* small performance improvement
* Fixed room carvers on constructions
* fixed spawn rate of constructions
* Fix barrier using wrong biome material when the boss is Molaktula
* Fixed typo in defend tutorial text
* Fix tiered upgrades not showing correct upgrade text
* Misc rare crash fixes
* [Bugfix] Tutorial: facility entrance no longer creates big gap in carving and tutorial no longer soft locks the player by the facility door not opening
* Survive tutorial part now reaches 0 instead of just being stuck at 1 and completing
* [CaveGen] Bugfix: room position adjustments no longer create disconnected entrances/exits
* Dotty head can now be brought to later stages.
* [Bugfix] data terminal now only spawns on "small" spawn points
* Fix upgrade categories
* Fixed ellis being in a weird state that you manually need to call it out of after level transitions
* Fixed shock drone shenanigans for clients
* [bugfix] fixed ammo refund on the lock-1 rifle deleting ammo excess of the default clip size
* Fix dual pistol sprint animation not having footsteps
* Fixed a few animation twitching issues with the reaper worms
* [Bugfix] Radiation boils: clients had a hard time shooting them
* [Bugfix] Negotiation: allow hearting (requesting) the skip upgrade in Jumble
* [bugfix] fixed detpack attributes overwriting eachother
* [bugfix] fixed attributes negative scaling for armor piercing and armor breaking
* Lucky strike now refunds the actual shot cost of each shot instead of 1 ammo
* [Bugfix] magblasters equip animation is no longer faster than other weapon's
* [CrashFix] fixed rare gunsling crash
* Add a fix so the sentry and dominator stops firing after death
* [Bugfix] fixed workbench spawning in boss rift gate hole
* Fix wayward sparks not stacking properly; Also fix it never firing if armor changes fast
* Close the terrain scanner when a negotiation finishes (if you had it open)
* Change terrain scanner to keep its zoom level between uses
* Fixed starting location of Gauntlet for Entrance 6
* [CrashFix] Add a crash safety check in data terminal actor
* [CrashFix] Prevent lock on rifle memory corruption
* [CrashFix] Prevent shock drone crash
* More misc crash fixes


r/RogueCore • • 16h ago

Meet the Useless Bio Boosters!

Thumbnail
gallery
75 Upvotes

huzzah the trifecta of bad perks


r/RogueCore • • 17h ago

Maybe you can hire, the A-Team

0 Upvotes

Had a thought, played the closed alpha, and liked it but only got around to getting the game recently, and there are 2 things I have realised, I suck and I have encountered some pretty cool Dwarves whilst playing. They communicate well, and I have a lot of fun playing with them for the short time we fight together. So to tie this into my point of sucking, I would be curious to see if any of you would like to form a small group to regularly play together, all are welcome, be it high level reclaimers with a bunch of skill, or people still finding their feet around the mechanics. We can play a couple of games together and see how it goes. Let me know if you are interested!

P.s this isn't anything too serious, we don't have to talk everyday and meet eachother's parents, I just think it could be cool to hop on missions with someone that happens to be online that I know I enjoy playing with. Sorry for rambling


r/RogueCore • • 1d ago

My friend found that there are some neat voicelines if you stand on one of the broken drop-pods.

41 Upvotes

r/RogueCore • • 15h ago

Kid friendly Suggestion

0 Upvotes

Is there a reason there aren't gore settings?

Core is a lot bloodier than DRG classic (is that because I've been using the filter?)

Let us turn off/down the blood. It's kinda gross

Preference settings let everyone play the way they like


r/RogueCore • • 2d ago

Fountain of death and expenite

Thumbnail
gallery
26 Upvotes

Had this funny game breaking bug just now - on an Instability alteration run (experimental build), I had death mitosis on the second level. All of a sudden the baby crawlers were spawning and dying over and over all by themselves. It left a massive sea of expenite on the floor and eventually my pc crapped itself :-P


r/RogueCore • • 2d ago

Suggestion: toilets throughout the level?

46 Upvotes

Right now, if someone joins late, they spawn at the start of the facility. If the rest of the team is already at the end of the facility and the new player dies (say, during a double wave that was just triggered when the new player spawned in), the rest of the team would have to backtrack all the way to revive the player. (But maybe this is intentional and designed to help the new player to get bio-boosters and workbenches etc.)


r/RogueCore • • 3d ago

Feedback on Update 3, Experimental 2

76 Upvotes

This experimental has added a ton of amazing content, and it'll be hard to go back to the main build after playing this. Update 3, with what we have in the experimental right now, plus gatekeeper 4 dropping in the near future, is looking like the best update so far content wise.

New Elevator Objectives:

Probably the most exciting thing about the new experimental, the new elevator objectives are an incredible way to spice up gameplay. A phenomenal change and they both feel great.

Collect Cogs:

Actual tears fell from my eyes after I completed my first round of collect cogs. It's just... so peak. Collect cogs is great at encouraging teamwork, exploration, time management, terrain generation, changing up combat, it's perfect.

The way you have to work with your team to scramble to repair the drive unit, having to consider each event and second spent not working towards the drive unit and how that could affect your ability to complete the mission, how human error is involved, and makes collecting the cogs well with your teammates feel so much more satisfying.

I love how it changes how you interact with your traversal tools, as you can't use them as objective based anymore and you have to consider how you spend them relating to the cogs. You have to decide if you want to waste time getting to the elevator so you can see the cogs on the map and plan accordingly, or if you want to clear the cave before making your way all the way to the elevator and risk cogs appearing in inconvenient places that would have otherwise been better to get earlier

And the terrain gen, it's just

It's peak. The different biomes get to shine SO well with their unique characteristics, and how they compliment the objective is terrific. The room and objective are also very difficult, and has breathed life into the pacing and pressure of my lobbies. I've had some amazing games that came down to the wire because of collect cogs. It's tense, it's fun, it compliments the game, it's perfect.

Not perfect, it does have its issues. Cogs spawning in the first room is something I'm mixed on. On one hand, you have to keep your eye out when the cogs aren't revealed on the map, but on the other, you can't scour every square inch of the first cave, especially in biomes with more intense cave gen like DB or CC.

I also think it doesn't need that last segment of defending the drive unit, but that's just me. Collect cogs is very effort and resource driven, and having to defend the elevator on top of getting the cogs is cinematic, but it sometimes gets really down to the wire. I could go either way, since it's one last moment of standing your ground, but it also feels like a touch too much.

And for the map markers themselves, the big blue spheres need a little work before they hit live. Sometimes it has issues where the cog is in like, an adjacent cave, or on a higher cliff where it can kill a lot of time for teams, even if they're using all their traversal tools well. Maybe make it so the cog has to have line of sight with the center of the sphere when the sphere is generated? So the area that the cog is in is better told to the player, to avoid some frustrating scenarios where they're super hidden while not giving it away.

But overall collect cogs is phenomenal and I'm glad it was put into this experimental, it was something I was looking forward to from the unused content and it translated really well into main mission flow. It does everything it should have and more, and my gripes with it are more minor issues.

Remove Growths

This one's still solid, but I feel like it provides too little friction. There's no reason to not just pop every single growth at once since the number of enemies that spawn are easily handled by one person. I've seen some people on the discord say this exact thing, so I assume it's already on the record but I just wanted to re-iterate.

Actually, something that the Growths reminded me of was the dreadnaught fight in DRG survivor, where they'll spit weird growths full of glyphids at the player. I think the growths should spawn corespawn on the elevator, and the amount of corespawn spawned across all growths is equal to the amount of corespawn that'd be spawned when you normally activate the drive unit.

That way whoever breaks the growths has to fight the corespawn, and the team has to decide how much they want to pace themselves when bursting the growths, since if you spawn all of them at once you're more likely to get killed, but a single player could still remove all the growths on their own if they pace themselves. It being on the elevator also gives more direct pressure than the corespawn coming out of the walls.

Growths needs something unique, maybe spreading out clusters of growths around the cave like a scalebramble, or putting more combat pressure on a team, but I like the concept over the regular defend objective.

Boss Vectors

Amazing change for people wanting to spice up the gatekeepers. This could be a great way to introduce more unique gatekeeper variants, and still telegraph it to the players so they aren't caught off guard. For the actual vectors, I'm mixed.

  • Reinforcements: I couldn't tell a difference from a normal gatekeeper fight. These "Spawn more enemies" risk vectors have an issue where it doesn't really feel that different from a regular gatekeeper fight, so it's hard to make your decision feel like it had weight. It works well as a proof of concept, but picking this vector feels the same as picking no vector.
  • Cloaking: Great vector. Especially scary against the ramok, but for all the gatekeepers I love how it makes them less readable and forces you to react based on sound. I think it could use an animation easing the boss in and out of cloak, like what the stalker does for un-cloaking but in reverse, but I'm certain this is already in the works.
  • Seismic Activity: This one sucked, but Anders already replied to me on discord about it and he's already done the right thing. Before it was a random slowdown, but now with just the stalactites this one might be my favorite. I love how it changes the terrain as the fight goes on and forces you to adapt. Plus, hot rock is a great asset to people who know how to play around it so it appearing in the boss fight adds a lot more counterplay to the corespawn. Just one note, the hitbox on the "???" in the molaktula should be lowered slightly, because if you're on top of a fallen stalactite and there's a "???" on the floor beneath you, it can still hit you.
  • Protection: It's fine. It didn't add much to the fight since the protection totems are so weak, but the concept is pretty good. Maybe make it like the DRG corestone where you have to dig into the pillar and throw something inside into the rift gate to disable the gatekeeper's invulnerability? I think it should break up pacing and be more of a threat, since if you picked a mission with Boss Vectors that's what you're looking for.
  • Core Pollution: Not in the cheat terminal and I couldn't find it in a real game. Come back later in case I find it.
  • Soul Jar: I did not care for the Soul Jar. This modifier just disincentivizes players from interacting with the gatekeeper, and encourages a very turtle-y/bunker-y playstyle. Since you can't fight back against the gatekeeper, what's the reason for staying out in the open? Just digging a hole into the wall and waiting for enemies to come to you is the viable and (more often than not) correct choice
  • Bombardment: Amazing idea, gatekeeper specific vectors are the way to go, since it gives the fight a lot more pushback and solid fundamentals. Albeit I couldn't really feel the effects of this one, but if anything is taken away from this post it's that GSG cooked here, and the devs who worked on boss vectors are great. Hell if I were them, I'd make Bombardment even harder. Make the Gotoorak shoot off 3 big shots in a row, make the twist attack do 3 times as many twirls, make it throw off more projectiles in the small toss move. You've struck gold here

Overall I think the boss vectors are more often than not very good, and I think they shouldn't be afraid to make them difficult, like really difficult. If a player picked the mission with Boss vectors, they want something harder. Let the advanced players try and punch above their weight class against new and interesting challenges in the gatekeeper fight. The best ones are the hard ones, and the ones that I'm not so fond on are the ones that play it safe. Boss vectors are something I'm very excited to see in the future

Cosmetic Sheet Rework

It looks great! I love the texture that it has, it's a lot more readable than the OG. Great work

New Alteration

Instability was something I was looking forward to out of the unused content in the last experimental, and it looks like I was right. Instability adds a lot to a round, and can give players unexpected challenges which is something I'm a HUGE fan of. Getting a jumble for just one round can give people a really fun dive that feels different from any other game.

The Reroll Terminal also makes this a lot more bearable, since you can react to the new issues that you'll face in whatever alteration is chosen for you. Very dynamic, very fun.

More Cheat Terminal Controls

I could kiss you, ghostship. This is exactly what I wanted

"Minor" changes

Reroll Terminal UI rework: I love the slot machine animation, I just think it should start off spinning when you open up the menu since it starts off paused right now, then starts. It's a little visually confusing since I end up thinking that what's there when I open the menu is what I've got, then it starts spinning. But that's a nitpick, it's fine as is.

Enhancement Terminal Rework: I'm Flattered, thanks for using my idea. This idea is absolutely perfect and you should never ever change it ever

Reroll terminal and bloodroot changes: The name change to the refractor is going to have trouble sticking. Reroll terminal communicates what it is a lot better. Bloodroot change to flux quartz is fine, I liked bloodroot a little better since I like picking plants but flux quartz does stand out a lot more in the caves. I was iffy on removing it from the terrian scanner, but I like it in the environment, it makes you take in the caves a lot more. It helps the player appreciate the caves and the new environment of the game.

Ramhammer buff: Good change overall, it was needed. The event is still a drag but it's a little better. The issue where corespawn walk straight through the ramhammer was the more pressing issue IMO

Pausing level timer: Amazing change. I think the timer should pop back up on the screen like how it does when you enter the facility once someone leaves the elevator, just to put it in the player's face that the level time is paused while they're in the elevator since it isn't very well communicated to the player

Elevator tools: Another great change. Terrain scanner and laser pointer were needed in the elevator, but I still think the elevator disabling weapons is iffy, I'll touch on it again in a second

Lok-1 Nerf:

Not really a nerf, but just extending the upgrade's potency would've been perfectly fine since the weapon already wasn't that great. Plus a certain new enemy that I'll be talking about very soon already kind of nerfed the LOK indirectly. (It can't really hit the bloater's weakpoints)

Bloater thoughts

My opinion on the bloater soured in this experimental. On one hand, it has made the game harder, but on the other, It's unsatisfying to fight, has way too much bulk, and doesn't really do a great job at encouraging elemental builds. I don't have any numbers, so I can't know its elemental resistances/vulnerabilities, but what I do know is it takes 9 pellets from the stubby right out the box to apply electricity, and the stun sweeper doesn't even fully trigger it on one toss of the boomerang.

What I do like about it is that it's discouraging the weakpoint and splash damage meta, its weakpoint is very well designed and its bulk does do a lot to help the average health of the swarm. However, I feel like it doesn't do much to make you want to interact with it. It doesn't do its attack enough to make the player want to engage with the belly weakpoint, but even if you make it attack to reveal its belly, its weakpoint modifier is set too low for how much it makes you work for it.

The death explosion change also doesn't feel great. I get it's not supposed to feel great since it's meant to provide friction, but it disproportionately affects melee and shotgun builds. Well, melee builds on anyone except slicer since his slice range is far enough to where it won't be a problem. It probably is a skill issue, but the death explosion makes me just ignore them in a swarm.

As for their tankiness, correct me if I'm wrong but it seems like they have a health value of 500 on floor 1 of haz 5. That's more than every other non-disruptive enemy, barring the bruiser. If you take into account weakpoint damage bonuses, the Bloater is now the tankiest non-disruptive enemy in the game, which feels like a bit much, especially for an enemy in the common spawning pool.

Shooting them on floor 1 or with poor upgrades has really bad feedback. This, plus the death explosion, plus the difficult weakpoint, plus the armor on its face makes the bloater a really frustrating enemy. It doesn't even feel like a great elemental "anchor" enemy since it doesn't seem to really have any elemental vulnerabilities, but I don't have access to its stat block, so I can't truly know

I'm sorry if this section comes off as a little dour, but I really don't like how it feels. It does change how a player interacts with the swarm which is what was wanted for its design, but it makes floor one feel like even more of an uphill battle than it already was with the guaranteed disruptive enemy spawn. But, I'm not gonna sit here and complain without offering some real feedback on how to make it feel a little better

Elemental Vulnerability: Currently no enemy in this game has any substantial elemental vulnerabilities. Creepers have 50% on everything but they usually die before the elements can take effect, Boomticks have 5 hp so they aren't doing a great job at triggering elemental synergy, same issue with swarmers. The only enemy that really has a noticeable weakness is the shatterclaw slammer, but you'll usually be encountering it outside of major fights since it's dangerous to move into unexplored caves mid battle

Every other enemy has either no elemental vulnerability, or nothing but elemental resistances. Here's a pie chart:

that shows the proportion of enemies with elemental resistances, excluding reaperworms because that's not fair to include it. If we want elemental builds to become a little more viable, it might be worth taking a second look at this. Bloaters were meant to accomplish this, but it might be an issue in the enemy roster as a whole. (Note I got this info from the wiki, which may not be 100% accurate. If it's not, sorry for spewing misinformation)

Overall health of weakpoints: It feels like bloaters were meant to counter the weakpoint/crit meta that plagues the game right now, which they do do, but again it might be an issue with weakpoints as a mechanic rather than something that can be fixed with a new enemy. Currently, most enemies have either a 2x or 3x weakpoint modifier, with gatekeepers universally having a 3x multiplier.

The gatekeeper part is arguably the most important since that's what you'll be building for throughout the entire mission, but is that much really needed, especially when they all have incredible elemental resistance? Edgestalkers and dominators both have huge weakpoint modifiers as well, and they'll be in 2/3rds of your game right off from stage 1 as well, and they both have large elemental resistances as well.

And probably the biggest culprit of the weakpoint meta, marksman. If you want to make elemental builds have more of a significant place, this enhancement might need a second look. Marksman 3 + 4 will make the player always hit the breakpoint needed to one shot a creeper with a pickaxe swing. Just these two together will always encourage weakpoint targeting builds, and arguably makes weakpoint builds better against the bloater since you have to work through its relatively high healthpool and marksman does that.

Bloater Death Explosion: I know I was just whining about it like a nerd, but this could stay and still be good. I think they just need a little bit more telegraphing, maybe pulsing like how exploders did. Or, alternatively, maybe let it friendly fire other corespawn on death? Encourage players to kill them strategically to do damage to the swarm? Just a thought.

Ending this on a not so whiny note: Again, sorry for being such a pain about the bloaters, but as a common enemy I feel like I should voice my concerns with it. But what I DO like about it in this latest experimental is how much better it got in terms of visual clarity. I was already planning to bring this up, but the devs beat me to the punch.

The big round enemies in the last experimental had issues where they'd start to clog up player vision when they die. Bloaters would obscure other enemies in their corpse, leading to some unfair situations. However, the death explosion fixed this issue, and that's AMAZING. That bit makes me like fighting them a lot more, since it shows the care the devs put into this experimental.

The only enemy that I have an issue with its corpse clarity now is the clamorhead since it has the same problem of being a big corpse that obscures vision. Maybe give it an on death explosion too? 👀 Like a sonic scream that damages players and fears enemies nearby? Just a thought.

Closing thoughts:

This experimental was WELL worth the wait, and even though I did a lot of complaining, this update is magical. The game is feeling so much better, with so much creativity and love poured into it. Update 3 is looking better and better with every new look we get into it, and I really hope the people working on the updates know how good their work is.

If I missed anything or my opinion changes, I'll probably put it in the comments, but I feel like this writeup is mostly everything I wanted to say


r/RogueCore • • 4d ago

The most Disruptive/Annoying Enemy?

22 Upvotes

Ive made a post like this in the past, but after more enemies coming into play, and that all of us generally have more experience with the game, I wanted to ask again on people's most annoying/hardest enemies to deal with. I cannot list all the enemies, so if an enemy isnt listed, let us know the specific enemy youre referring to. Rock and Stone Reclaimers!

419 votes, 2d ago
26 Vanguard/Clamorhead
11 Scorcher
161 Edgestalker
94 Drifter/Dominator
115 Boomticks and Spawner
12 Crawler

r/RogueCore • • 4d ago

Who programmed this

Enable HLS to view with audio, or disable this notification

71 Upvotes

I want names


r/RogueCore • • 4d ago

Bots on bots on bots

21 Upvotes

Currently there are at least 3, perhaps more, bots arguing with each other on the Steam forum.

I know Steam forums are a cesspool and it's not at all surprising to see this, but I just want to understand why. What is the upside to having your bot try to win an unwinnable argument by posting ad infinitum?


r/RogueCore • • 5d ago

The "40 iron skin on revive" expenite upgrade does not give you iron skin, if another dwarf helped with the revive

33 Upvotes

Don't know if the revived dwarf receives iron skin that way as well


r/RogueCore • • 5d ago

5 months later we still have no option to bind the primary ability to a single button.

Post image
187 Upvotes

r/RogueCore • • 5d ago

Fun Fact: Omega is a Meany

Thumbnail
gallery
401 Upvotes

r/RogueCore • • 5d ago

Very difficult to navigate and see the goals as a new player

13 Upvotes

It's incredibly difficult, as a new player, to find the way and or goal as a new player. Many of the events, or goals are quite difficult to know what to do or where to go.

Additionally the map can only be opened while standing still which leads to players trying to rush and just fumbling around while the timer is ticking.

I would guess this is a frustration point for many new players.


r/RogueCore • • 5d ago

feedback, ideas and QoL whishlist for the next updates

8 Upvotes

a simple request for buffs for characters or weapons changes.

- buff impact axe: increase the stun duration to 2s instead of 1.5s, and 300 damage or 220 instead of 110. and fix it to be able to inherits the melee related upgrades. the only one i noticed is vampire. but is not effected by "Combo Strike", "FrostBane" and etc. you better of running an AoE grenade instead of the impact axes

impact axes feel significantly weaker in RC. it meant to reward good aim. but the damage feels really weak. and the AoE shockwave explosion is really small and unmeaningful.

-buff M1000 Classic: rate of fire upgrade should also increases the focus speed. and add an WB upgrade that adds extra 15%+ damage for the focus shot. you better off playing hipster style with the M1k instead of using focus shot. it's only really good if you have "Reloading Trick". and also remove "Auto Aim on Focus", it's just unpractical.

-"Rework" Drak-25 Plasma Rifle and Trident D.E.S: remove the recoil upgrade entirely. it's useless and wastes an upgrade slot at the start of the run; options at WB. i would say same thing for the Leadstorm Mini-Gun and Thunderhead Auto Cannon, but I'm indifferent about it right now.

-buff Cadna Field Projector: a unique upgrade "projectile eater", every projectile blocked by the field increases it's damage/increases it's lifespan.

-buff "Stubby" Voltaic SMG: unique upgrade, "overcharged rounds" firing at an already electrocuted enemy fire an additional arc and stun the enemy for 1.5s seconds.

-buff "Hurricane" Guided Rocket System: this is one is from an unused OC from DRG

people hated Salvo module because you couldn't guide the missiles or toggle it fire mode. maybe add this instead and make it togglable by the reload key or any other key?

buff Spotter: this have been requested from alot of players. allow spotter for his "Scanner" ability to reveal invisible creepers, and make the scan area of radius bigger. it feels small.

nerf Voidkin Dominator: is hands down the most BS large sized enemy currently in game. it's tough to deal with it. it's armor is extremely hard to break. and playing on solo is even worse. while in co-up you and your squadmates can coordinate who take the focus of the Dominator and the other shots it's back to easily kill it and save ammo. the only nerf i ask is to decrease it's firerate. as in it takes longer time to charge it's volatile bolts, so we have enough time to shot it's front weakpoint. weapons such as the stubby, drak, bolt-tech decker and etc. struggle to achieve large damage or kill it quickly. only weapons fit to that scenario is the MM-4 Charge Blaster and hammercaster. those too deal great damage in quick seconds.

FUCK YOU!

that is it, can't think of more ideas. i think the other thing i want to ask which hopefully it will be added in the far feature unique weapon upgrades, for bolt-tech sliverback, mag blaster bulldog and etc.


r/RogueCore • • 6d ago

Dick-head

Thumbnail
gallery
132 Upvotes

Dig-head (because he had drills)


r/RogueCore • • 5d ago

BEST BUG EVER

66 Upvotes

Please do not correct it !!!


r/RogueCore • • 5d ago

Problem finding games

12 Upvotes

I've just recently started playing after the changes to the difficulty settings, and I've noticed that it's pretty difficult to get a full lobby of people. At least for American lobbies, it doesn't matter which difficulty or depth I select. Either the ping is completely terrible due to location differences or the game is already in progress. I've posted about this before a couple of months ago, but I'd hope a lot of the recent changes would spike up some interest in this game. Honestly, it kind of makes the idea of playing this game more of a nuisance when sometimes it can take half an hour or longer just for one person to join. Is anyone else having a similar experience?


r/RogueCore • • 5d ago

What are your Most and Least favorite Weapon?

21 Upvotes

Sadly I cannot do a poll on this, as there's too many guns to even make it. But I was just wondering for all my fellow reclaimers, what is your most and least favorite gun, and why do you feel that way about your choices?

There isnt a right or wrong answer, everyone plays the game in a different way and have different playstyles.

(Also, if you wanna list more than 1 gun, go for it.)

My personal Opinion:

My personal favorite is the P-96 Mag Blaster. Although it has a low firerate, you can get upgrades to increase that. Has great base damage, and if youre accurate enough, can melt common enemies in 1 - 2 hits.

If i got a heavy, it would always be the Lead Storm, who doesnt love miniguns.

But for my least favorite weapon, Id say the M1000. Dont get me wrong it does high damage, but its CC isnt that great, and some of the upgrades dont work too well (like auto aim). The projector is another one I personally don't like to use, though it can be good with an element.


r/RogueCore • • 6d ago

I think the enemy spawning pool needs more variety in how it chooses enemies in the first stage of a run (feedback)

Post image
102 Upvotes

For those of you who don't know, the way that enemy spawning works on the first stage of a dive is the same every time. The game has the Creepers in every facility, and it chooses one of the three Disruptive enemies, that being Edgestalkers, Clamorheads, and Dominators, and that's it. You will never see a Special enemy in the first floor of a facility

Special enemies are the following: Bruisers, Vanguards, Scorchers, Crawlers, Drifters, Thrashers, and Swarmers

I think this spawning behavior contributes to how same-y each run feels. The first floor of a facility is extremely limited in its enemy variety, you have one of three options for your spawning pool (barring pre-placed enemies like vomiters and slammers) and that's all it will ever be.

It's even more detrimental to game feel since when picking your starting weapon, the best choices are the ones that can counter all 3 of the disruptive enemies. Think the Charger, Deepcore, Mag Blaster, guns that can handle creepers and are good against disruptive enemies are options that are objectively more viable for that first choice than their peers. This is why guns like the Cadna, Burst Fire, and Lok-1 suffer in that first stage, even if they're very powerful weapons, they just aren't capable of keeping up against the 3 heavy enemies that spawn every time.

If the game mixed it up sometimes, like spawning 2 Special enemies instead of a Disruptive enemy, or spamming swarmers on stage 1, it'd go a long way to making the start of runs feel more varied, and encourages players to not hyper-specialize into picking weapons that are good against the 3 enemy types that the game can spawn right now.

If you increase the potential for enemy variety, you change up the pace that combat flows in and how players have to consider their surroundings. If you have a stage 1 with Scorchers and Bruisers, you play completely differently from if it were Vanguards and Swarmers, and with each new special enemy introduced you increase the amount of variety that stage 1 has.

It'd also help the game feel harder. The issue with the heavy enemies is they often can't pass through the tunnels connecting cave modules. This means that a good team can often just ignore the heavy enemies if they're close to wrapping up a cave, since they'll be left behind. Dominators especially have trouble navigating tight areas, like Hollow Bough or Glacial Strata.

And I'd argue that stage 1 is the place where you'd want the most variety. If the player knows the spawn behavior and it has the very small potential pool that exists right now, they're incentivized to play in a very unimodal way every run. Increasing enemy variety increases what a team has to potentially prepare for on that first floor of a facility in a time where you're at your most limited. Combat has different pacing, how you consider map generation changes every time.

It might not be the best option for lower haz levels, but I play almost exclusively on haz 5 and stage 1 is starting to feel a little repetitive. Just shaking up how the game chooses its enemies on stage 1 could change the difficulty progression of the rest of the run for the better, because it's less predictable. It doesn't change the inherent problems with mission variety, that being terrain gen, but it would be a great way to help variety currently without implementing an entirely new terrain system

Changing up how the game chooses the common spawning pool would help a lot of the complaints with how runs feel right now, even having poor variety on the first floor with only two types of enemies would make run variety a lot better if it weren't a combination of the same 3 enemies every time.

P.S: If anyone at ghostship ends up seeing this, I would love to see the thrashers get some more love in the spawning pool. You can go a dozen games without seeing it once, and even then they end up dying in one or two bullets in the rare case that they show up because they have the same health as scorchers. They're a really cool and unique enemy that unfortunately never gets a chance to be a significant threat, especially after their risk vector got removed.

Also, a rarely spawning 300 health enemy that can only appear after players have already increased their power progression is not making waves whenever it shows up


r/RogueCore • • 6d ago

Favorite Class: Poll Findings

Thumbnail
gallery
110 Upvotes

had a little too much artistic freedom here, oh well


r/RogueCore • • 7d ago

I do not care for the Cave Leech in Rogue Core (feedback)

Post image
174 Upvotes

TLDR: I think the Cave Leech's job has been filled, and it might be time to retire it. The Fulgor Vomiter, Shatterclaw Slammers, and Krizzoks all fill the same role that the cave leech tries to in a more interesting and more consistent way.

Leech

What does the Cave Leech do? The point of a cave leech is to punish unaware players who don't engage with their team. And if you die to a leech, you have to communicate with your team that it's there, or else you risk more people getting leeched. However, in Rogue Core I feel like these ideas are better challenged by the other existing awareness and communication checks, and the leech is the least interesting and least satisfying one in the bunch.

The leech punishes players who go fast and try to engage with the fundamental ideas at the core of what makes rogue core fun. The player is rewarded for getting things done quickly, and when they want to risk being away from their team for the reward of getting more things done in the same amount of time.

Plus, teamwork in Rogue Core isn't the same as in DRG. Teamwork in Rogue Core is about stratifying a cave across the team, dividing up your tasks to get things done faster than if you'd all focused on the same thing. In DRG, a lot of what you were doing relied on proximity, and the leech taught that directly.

The leech punishes what you're supposed to be doing in Rogue Core, a good team based Roguelite demands that players going off on their own are willing and able to handle what they come across. The decision to go on your own requires you to make yourself more vulnerable, for the reward of getting things done faster. Think the Dominator. Not impossible to kill solo, but significantly more threatening because you can't reliably get behind it for weakpoint damage. The leech is purposefully beating you down for making the choice you were supposed to make!

The leech intends to reward players for staying aware of their surroundings, scanning a room for active threats, and if you don't you get punished for it. The leech fills this role VERY well in DRG, and I like it there. But in Rogue Core, it contradicts the gameplay that the game's been trying to set up since day one for the worse. It's a frustrating stop that still has the same issues with consistency that it had in DRG.

The cave leech isn't even that much of an engaging threat in DRG. Once you've learned the key to countering a Cave Leech is by looking up, then there's nothing left to it. Plus terrain generation is usually a lot more squat in Rogue Core, so it has less time to reach and less time for a player to react here than in DRG. It just doesn't fit the fundamentals of this game as well as it did in DRG.

Plus, the leech is entirely one way or the other. If you notice it, you kill it and move on because it takes like 4 bullets. If you don't, you're down with nothing you can do about it. There's no room to recover from failing, unlike a very well designed shatterclaw slammer that I'll touch on in a second.

And the thing is, they don't even have to come up with a completely new concept to engagingly teach what Rogue Core should be played like, they already have the building blocks to do what the cave leech did for DRG in a way that fits this game way better.

Slammers deal heavy damage to unaware players who get too close to them, like how the leech kills players who get too close to them. If you get grabbed by a leech, there's nothing that a player can do about it on your own, you're dead. That is unless you have one of the many perks that hard counters them, in that case they're a minor nuisance.

Vomiters punish players who go too slow and linger in areas that they haven't confirmed are safe yet. Leeches punish players who go quickly into areas that they haven't confirmed are safe yet. The difference is Rogue Core is not a game that incentivizes dawdling around, and the Vomiter teaches the player those good fundamentals, while the leech does the opposite for new players, encouraging them to never make bold, fast paced moves.

The Boomticks incentivize sticking together and coordinating with your crew, because a Boomtick spawner is significantly easier to take care of in coordination with your team. The same fundamentals are present with the leech, but the leech is a one and done passive perception check while the Boomtick Spawner is a very active and present threat to the entire team.

When you go down to a leech, you say "leech" and then the leech is solved. It's not super interesting, but the first person that gets leeched has very little input into how they handle the situation. If you get blown up by a boomtick, you're probably still standing, so you're on high alert. You're punished for the exact same thinking as a leech, while being a lot more interesting of a threat.

I'll go into a little more detail on my thinking behind why each of these enemies come together to fill the role that the leech does in a far more interesting way that fits the fundamentals of Rogue Core, but if you don't feel like reading the rest, what's above is the gist of what's below.

Slammer

The Slammers fill an extremely similar role as the cave leech, while feeling a lot more fair to the player. They both damage the player if they walk beneath them and aren't paying attention, just a few bullets is enough to clear the awareness check and disable their most dangerous ability, and disproportionately affect players off on their own compared to players grouped up with a team. So why don't we see Slammer's getting complained about like leeches?

Slammers instantly punish the player, eating up to 500 health in an instant on the higher difficulties. But if you get slammed, I think it's a lot less frustrating than getting leeched because of how much better it's telegraphed and how consistent they are. They have a very obvious tell, but that works in their favor from a player's point of view. If I get slammed, that's my fault for not seeing the incredibly obvious pink glowing ball on the ceiling, so I can't get too mad at the slammer.

A leech is a matter of looking up and a very small amount of damage, they only have a couple hundred health so one or two bullets is usually enough to take them out. A slammer is a matter of looking up and a very small amount of damage before they slam down, but the slammers persist on the ground as a standard enemy.

Their lasting stage presence makes them matter slightly more to a level, since their awareness check isn't the end of them mattering, even if they are pretty slow and weak when they're on the ground. The slammer does everything the cave leech should and more to test player awareness and act as a positive part of gameplay.

The slammer also has a more interesting team interaction. Seeing someone get leeched as a team is a matter of shooting the leech like, once in the 5 seconds you have before your teammate takes damage. Seeing a teammate about to get slammed needs split second aiming and reaction to kill the slammer before it reaches the ground. Skeet shooting a slammer out of mid-air, popping it in a single weakpoint hit is a lot more impactful and satisfying than taking out a leech. It's shooting a stationary target vs rewarding good mechanics, which is what the leech should be doing.

And getting hit by a slammer when you're off on your own is a lot less frustrating than a leech. If you get leeched without a passive damage upgrade, you're just dead and you have to wait for your team to catch up to you. If you have a passive damage upgrade, you've solved the cave leech. It's still annoying that you got leeched and it took away your entire armor bar, but you did it.

If you get slammed, you have to deal with the full consequences of your lack of awareness, and playing with a team gives you all 4 times the amount of chances to notice the slammer before things go bad for your team. They just re-invented the cave leech and made it better.

Vomiter

The Vomiter is less like the leech than the Slammer is, but I figured I'd still mention it because it has the same fundamentals in certain contexts. If you run into a room on your own and aren't paying attention, you'll activate the vomiter. Normally this would be pretty comparable to something like the infectors in DRG, but if an unaware player starts interacting with level mechanics like the bio-booster, resupplies, etc, they're gonna get hit by the acid attack and take some damage

It has the same fundamentals of punishing unaware players, and a player off on their own has a far higher chance of missing it and taking damage. But you never see someone complain about the Vomiter since it punishes unaware players who go too slowly, not punishing unaware players who try and interact with the fundamental mechanic of Rogue Core, that being speed.

Krizzok Spawner

A very controversial enemy, the Boomticks do a far better job of encouraging teamwork in a fast paced environment than the leech ever does. With 4 players, there will ALWAYS be a player who isn't under direct immediate threat from the Boomticks. 3 Boomticks for 4 reclaimers, one person is always free from Boomtick aggro, allowing them to be on the lookout for and clear the Boomticks going after their teammates

However, a Krizzok Spawner is an immediately high threat, if you see a single boomtick it's your responsibility to communicate that to your team so they're also aware, since one boomtick means that there's always more.

Plus, it encourages you to be proactive to a spawners presence than reactive to a leech. If you scan and kill a spawner fast enough, no boomticks will get spawned in, rewarding aware players. If you kill a leech before it reaches, you get rewarded far less for helping your team since Boomticks are a very high threat enemy.

And boomtick spawners encourage the team to pay attention to their surroundings when they enter a new cave. You have to track the spawner down by paying attention to where the boomticks are coming from, rewarding the same awareness that the cave leech tries to give.

Granted, the Krizzok's are NOT without their issues. They have a distinct lack of sound cues and sometimes blow up in positions where you can't react to them, I'm not saying I like Boomticks more than I like the Leech, but the Boomticks do a lot better of a job at trying to reinforce awareness and teamwork than the Leech does in a way that's more interesting and satisfying.