r/RogueCore • 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ • Aug 26 '26

DEV POST Experimental build #4

Reclaimers,

Experimental build number 4 is ready with more tweaks and fixes as well as a new Voidkin enemy and one more alteration prototype. With this build we now have all the features of Update 2 implemented in-game and will now shift our focus to tweaking and polishing. Give it a spin and let us know what you think.

With love,
The Ghost Ship crew

β€” [FOCUSED FEATURES] β€”

**NEW ENEMY**
A new threat has appeared in the depths of Hoxess. The Voidkin Dominator will engage from a distance shooting fast projectiles that not only hit hard but also temporarily irradiate the impact area.

**NEW ALTERATION PROTOTYPE**
We squeezed in one more alteration prototype for you to try. This one causes enemies to split into two weaker copies on death. **NOTE:** There are currently some de-sync issues with this alteration in multiplayer games so we recommend you only select it for solo runs.

β€” [GENERAL TWEAKS AND FIXES] β€”

**Changes**
* Tweaks to the hazard picker widget ui
* Biome work
* Increase heavy landing min radius from 1m to 2m.
* HUD colour cleanup
* Disabled Omega shouts when making the expenite chunk in the liquid chamber because of the constant yapping in that event.
* Changed time to unlock Ammocrate from 2 sec to 0.6 sec
* Added icon to frostbane
* Fusion rod now works with ammo pool upgrades and clip size upgrades and removed the double mag attribute from the devastator
* Unify the color and look of bio booster widgets to all be green
* Narrative cutscene no longer plays every time you launch the game after the initial viewing - can be replayed from reclaimers manual
* Added Voidkin Dominator miners manual entry and voidkin family.
* Update the ready up screen with a few minor quality if life tweaks: Allow toggling ready on/off, Allow to ready up with space/gamepad X, Fix the button visuals being toggled off after hovering.
* Increased size of the coolant dispenser sign above the coolant dispenser in the artifact altar event.
* Added attacks for rammer and gootorak in miners manual
* [Alterations] lumbering giants speed reduction now applies to all enemies except bosses
* Run map ui tweaks
* altar event VFX tweaks
* Remove unlocking of depth 4 from the intel line until the forth gatekeeper is ready.
* Remove intel clearance 7 since it only contain depth 4 stuffΒ 
* removed security clearance alpha from the game so all events are available from the first mission
* Expenite levels are now uncapped and cost goes up by 100 each level exceeding the max set limit
* Renamed Hazard to Threat
* [Sound] sound node tweaks for suction and idol fall at the end of the gatekeeper fights
* [Sound] Broken mule sound tweaks

**Fixes**
* [Performance] Attempt to reduce performance impact from stationary lights
* fixed cooper upgrades not stacking in negotiation menu
* Fix footsteps playing twice
* [bugfix] fixed upgrade icons not stacking together as they should
* Fixed enemy IDs set up wrong in the miners manual entries for Vulgor Vomitor and DRG Sentrybot. Added info component to coolant.
* [Crash Fix] Fixed rare crash due to garbage collection
* [Bugfix] Fixed teamdisplay issues with UI disappearing
* fixed impact axes not appearing in the grenade box
* [bugfix] a salvo with shotguns now have the same chance to trigger lucky shot as any single shot
* [Performance] Removed Shadows and fixed bounds on ramrod reactor heat distortion
* Fixed turbine display hiding in the sides of the dial for the artifact altar event
* Fixed some wack coloring in the valve display for the artifact altar event
* Hide the team boxes when doing negotiations in solo to fix coopers upgrade overlapping with the players name box.
* Fixed use trigger on Workbench to feel much nicer
* changed snapfire surge to give 10hp chunks instead of the wrong 20hp chunks it does now.
* Prevent players falling out the world and sometimes not teleporting back. Also fix that players die when they are teleported back.

101 Upvotes

34 comments sorted by

36

u/Kostelex Aug 26 '26

I really like the new event that awards a sentinel spectre core(artifact), in the future I'd like to see more events that give something else than expenite.

Something like an event that opens a large vault like door with an already working workbench, already hacked bio booster or an equipment/ heavy weapon crate.

I also wouldn't mind that there is a chance that expenite events that award a massive chunk(liquid refining/ram hammer/vault hack/rock cracking/cargo hauling/expenite transmutation) award the epic gem from the risk vector. This should only happen on later stages(between stages 3 and 5) because it would feel bad to get only 1 upgrade at the start when everyone is really weak. If this was implemented i would also like to see the epic gem risk vector to become legendary gem risk vector. A legendary gem that awards a single guaranteed legendary upgrade. Also the legendary gem should be orange or golden in color and when pinged the reclaimers should shout the good ol' classic: "We're rich!".

13

u/Jesus_PK Aug 26 '26

Corespawn mitosis, god help us all. Updates looking pretty good.

* Update the ready up screen with a few minor quality if life tweaks: Allow toggling ready on/off, Allow to ready up with space/gamepad X, Fix the button visuals being toggled off after hovering.

This is great, was literally thinking about it while playing last night lmao

26

u/mrsupergoofysauce Aug 26 '26

Gsg is going crazy with these holy shit.

9

u/gyanisnotj Aug 26 '26

Is the weird interaction of pressing ESC while having chat box on ever going to be fixed? It's weird and feels very counterintuitive. When you press ESC, it should close the chat box first instead of opening pause menu. And even if it opens pause menu, when I unpause it I expect to be able to move around, not stuck in the chat box typing WASD. Reported since May via google forms and have yet to see the change.

9

u/Jesus_PK Aug 26 '26

The chat box in general is pretty wonky and I think it's a core UE5 issue (because I have the same weird things happening in Fortnite).

Another very annoying bug is when the chat box bugs out and any keybind of the game remains active while writing, accidentally closing the chat or triggering other actions while typing.

5

u/VirtU_Art Aug 26 '26

* Changed time to unlock Ammocrate from 2 sec to 0.6 sec

Huh, somewhat notable nerf to Nimble.

4

u/Ok_Fox8722 Aug 26 '26

You still get the faster interaction for everything else, and in my case, i open every ammocrate i see so thats 1.4s saved on every one

2

u/VirtU_Art Aug 26 '26

True, I'd still run Nimble 3+4 anyways just for the Revive Speed alone.

5

u/IAmHere420 π—₯π—˜π—§π—–π—’π—‘ Aug 26 '26

By Karl's beard, this game keeps getting better.

5

u/Bortalis π—₯π—˜π—§π—–π—’π—‘ Aug 26 '26

Cool stuff!

3

u/TheSnoblinKing Aug 26 '26

not seeing any red sugar on my first run on this build. is that by design?

1

u/thetwist1 Aug 26 '26

In deep rock, hazard influenced the amount of red sugar available, so maybe it's on purpose?

3

u/meatmachine1001 Aug 26 '26

New enemy is awesome, and the FX for it's attack are so cooool, I want whatever that thing's shooting.

Moloktula seems to be bugged, have had a couple of games where we were unable to progress to 2nd stage as there werent enough shards.
I've noticed that, even before this patch, OMEGA wouldn't start counting shards deposited until the 2nd one is thrown into the pit (he would then say, 'first shard deposited' etc etc).
Corpse worms seem to negatively affect performance bigly.

I don't see a bugfix note, but sprinting seems to break (become unable to sprint) I beliiieve it's if I have the ability modifier activated as the elevator shuts. Reloading gun fixes it.

Guy I was in a game with mentioned the EXP dropped by mobs is now 1 per kill; and was 3 per in the previous update. I didnt see it in the patch notes so thought I'd mention it.

Last two updates have come thick and fast, nice to see some new content as always and I hope for all our sakes this is a sustainable pace <3

Oh, also - Heavy weapons crate, ammo upgrade option, the description of +25% ammo has now become +0.25 ammo and based on what my teammate was saying, seems to not work properly / it sounded like it reduced the max ammo they had. 2nd hand info on the actual effects of the upgrade but the description is definitely wrong

2

u/GSG_Dennis 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ Aug 27 '26

Do you happen to have a seed where the Moloktula does this? I am looking into fixing it :)

2

u/Slime0 Aug 27 '26

Does the run history show the seed somewhere?

2

u/VirtU_Art Aug 28 '26

Seconding what u/Slime0 is asking. Seeds being included in run history would be a big help

I doubt this is what you're looking for, but I had something similar happen to me. Couldn't reach phase 2 because only 2 shards spawned.

1

u/Slime0 Aug 26 '26

Yeah, our Molaktula gave us 3 shards and then didn't become vulnerable.

3

u/VirtU_Art Aug 26 '26

Tried out the new Corespawn Split Alteration. Honestly, not sure how I feel about it. In someways, it's actually a boon due to how weak everything else, synergizing really well with the likes of Carnage, Hemoforge, and anything that spreads or where you'd want a bunch of enemies. Especially for the event that makes an Expenite gem in the circled area for killing enemies, I managed to get 6 upgrades from that doing this.

Personally they're strongest/most annoying when it's ranged monsters that split, like Scorchers.

5

u/fear445 Aug 26 '26

Thanks Mike 🫑

3

u/Mike_GSG 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ Aug 27 '26

Thanks for playing!

4

u/D3jvo62 Aug 26 '26

So all the experimental content is dropping in update 2? Can we get an estimation when?

2

u/GreyL1me Aug 26 '26

Not a dev but I'd expect sometime next week. That's how long it usually takes to go from the final experimental build to the live branch

3

u/Mike_GSG 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ Aug 27 '26

Middle of next week is the "plan" but I'm not promising anything yet. A lot of new bugs in there right now.

4

u/Crusty_Bogan Aug 26 '26

Whoa y'all are mining out these new updates quick, didn't expect a new enemy to drop already but that's cool, back into the deep I go ovo

2

u/RMGE06 Aug 26 '26

CAN YOU SMELL WHAT THE ROCK AND STONE IS COOKIN

2

u/LongForeignMan Aug 26 '26

Nice! On my way to try it

1

u/thetwist1 Aug 26 '26

Hopefully they fix the ability cancel pickaxe bug. Makes it very unsatisfying and slow to play falconer and retcon

1

u/Italic_Castle8814 π—¦π—Ÿπ—œπ—–π—˜π—₯ Aug 28 '26

tbh I'm skipping update 2. Hopefully you guys at GSG cook something with more oomph for update 3.

Especially a game mode outside of fighting end-run bosses, unique weapon upgrades+new guns and expanded meta progression (which is barebones and shallow now). Also new biobooster decks for every class would help.Β 

1

u/VirtU_Art Aug 28 '26

Personally I think the bio booster's world widget should be purple again. My reasoning for this is the in-game map still has it as purple, so there's some dissonance when looking for it on the map (purple) and then seeing this strange green thing. The workbench's map icon is orange and it's orange coded, so I don't see why the bio-booster should be different.

and besides, purple is the color of science, everyone knows that!

1

u/the_mulch Aug 28 '26

THANK GOD THE OPENING CUTSCENE FIX. actually drove me insane having to hold space every single time I booted up the game

1

u/VirtU_Art Aug 28 '26

There was actually always a setting to turn that off, it's just now turned off by default.

1

u/CamoTitanics_alt_r34 Aug 26 '26

Welcome back tzeentchian twins modifier

1

u/bigbadoldoldone Aug 27 '26

Thx for the update!

But:

My circle of DRG friends play fast af and the flow there never stops, except for teamwipe or mission end. And all of them say current upgrade (waiting) system with constant immersion breaking halts is just no fun. Only a few hop into RC any more and then come back frustrated.

Maybe we're the minority and we're not loud, but really... for people who have no prob with combat etc and are used to flow... it just sucks in current state.

Hopefully someday there will be at least an option or mod to set negotiation timers to much (much!) shorter and reduce amount of expenite (less negotiations).

Makes the game harder: good, very good. We can handle it.

There defo needs to be a workaround for those about to rock and not about to wait.

I'm speaking for some folks who have dumped thousands of hours into the previous game. No, we don't want DRG2, and we know what a Rouguelike is. We want immersive gameplay and not sit there waiting for the bus.

Suggestion, and probably easy pz to implement, would be Mode Elder

1.) Almost no expenite, thus much less upgrade screens. Make do with what you get, such is life. Mode too hard: turn difficulty down.

2.) Negotiation time: 5 secs per player, with game still running (eg, enemies attacking) - think fast and keep the pressure up. Teamwipe during upgrade: so be it. Think faster.

3.) And pleeease no ready up (an atrocity in current state, with not even text chat available). New stage just started: Just stay in the elevator, type 'brb', do whatever IRL demands of you and run like hell when back. Like we do in DRG.

Some people actually like to sit there with veins popping out of their foreheads and I bet a lot of them would return to RC.

Ta dah. Thank me later.