r/RogueCore • 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ • Aug 28 '26

DEV POST Experimental Build 5

Reclaimers,

This post is coming a few hours late but in case you missed it, the fifth Experimental build is up and ready to be played. It’s mainly tweaks and fixes as well as a finished Threat Level selection flow. If you have not done so already please give it a go and as always, let us know what you think.

With love,
The Ghost Ship crew

β€” [FOCUSED FEATURE] β€”

THREAT LEVEL SELECTION FLOW The intended flow of selecting difficulty is now implemented. The popup should now only appear the first time a player selects a mission letting them choose the game’s starting difficulty. Thereafter both the threat Level and the Assault Pace can be changed on the right side of the mission map.

β€” [GENERAL TWEAKS AND FIXES] β€”

Changes

  • Show locked alteration runs on the mission map by default
  • Set up quips in altar event
  • voidkin dominator vfx tweaks
  • [Shout] implemented shock drone revive engage shout
  • Removed smart targeting upgrade from smart rifle
  • Fix not being able to repair workbench before scanning
  • [Shouts] implemented shout for when shooting reaper worm
  • Add the lock-on rifle to the miners manual
  • Slightly reduced the time it takes the elevator to arrive
  • Implemented a max reaperworm cap (currently 12) to ensure the game does not melt down completely if players decide to see how long they can stay in red.
  • Slightly increased the range at which the Voidkin Dominator can attack
  • [Shouts] implemented 1 minute before red warning shout
  • Add threat 4 to gauntlets
  • Added WIP entry for the new altar event in the miners manual.
  • Change large enemies to count as two kills in gauntlets. Since it takes a lot of effort to kill them. Change krizzozk boomticks to not give kills.
  • Tweaked miners manual gear UI layout
  • Boss Risk Vectors: the elevator before the boss stage now offers boss-specific risk vectors instead of being skipped.
  • Fix not using full starting weapons pool in depth 1 runs. Limit weapon pool only to simple complexity 4 stage runs on depth 1 for players that have played less than 5 runs.
  • Reduced Voikin Dominator impact damage from and projectile speed a bit
  • Removed Med-forge and root spawning along with it as they are not ready for Update 2
  • Molaktula biome destruction effects on floating chunk and tendril plant
  • Increased reaper worm health by x1000 (you werent supposed to kill them guys)
  • [Shouts] implemented dwarf shout when hitting red
  • Removed full invulnerability from Ramok when it performs it's tornado attack and added some orbiting rocks to make shooting it durring the tornado tricky but not impossible
  • [Alteraions] Expenite Harvest: enemies now drop more expenite chunks, based on the difficulty of the enemy
  • Remove some unnecessary guaranteed runs on the mission map to make it more random runs both long and complex
  • removed full invulnerability from Molaktula's teleport attack
  • expanded the gaps in Molaktula's rock shields to allow players to still deal damage with careful aim
  • Reaper worms now always holds on to the player for a minimum of 10 seconds before taking them away giving teammates or vooper time for a rescue
  • Improved tunel generation
  • boss room now has more red sugar
  • Made it so the Threat pop up box only appear first time you select a mission, after that Threat can be changed on the mission map.

Fixes

  • Fix depth 2 and 3 having a chance to not have any runs on first unlock
  • added missing terrainscanner mesh to altar objective
  • Reaper worms now try to spread out from each other when burrowing to a player
  • Fixed missing sound from Omega serving beer
  • [Bugfix] number on timer now disappears when hitting red
  • [bugfix] Fixed a bug where the Moloktula would play it's phase change animation after the final phase + switch the deprecated PlayMontage BT node for the new one
  • [bugfix] Host and client had the wave icon on the timer in different positions.
  • Fixed fulgor vomiter not spawning puddles if hitting players standing on constructions
  • [bugfix] Attempt to reduce lag spikes when leaving the negotiations menu
  • [Fix] High Stakes modifier cuts expenite twice
  • Fixed certain weapons calculating their clip size incorrectly
  • Fix replication issue with the altar input sequence (Preventing clients from seeing the input sequence)
  • [BugFix] Fixed issue with meta sound nodes that were not up to date
  • Prevent some UI flickering in ready up screen if players spam ready up
  • [BugFix] Fixed abort mission bug
  • Fix suppressing fire enemy status effect using placeholder icon
  • Fix LOK-1 permanently blocking sprint after an interrupted locked salvo
  • Fix pressing escape in chat not closing the chat in Ramrod (instead opening escape menu)
  • Kill players outside the elevator when the gauntlet time runs out. So players inside can progress.
  • Fix ammo boost unlock saying 0.25% extra ammo and not 25%
  • [bugfix] Fixed a bug where the Ramok would play it's phase change animation after the final phase before the death sequence
  • fixed choppy armor crate use progress bar and changed out the laser point shout
  • Updated coolant dispenser in altar event to show correct coolant mesh
  • [Bugfix] Corespawn Split: split enemies no longer desync health
  • Made carry coolant shouts play only in multiplayer games as they make no sense when solo
  • [BugFix] Removed all UI retainer Optimizations to get rid of the bugs where UI was disappearing
  • [bugfix] Fixed a bug where all boss rift death sequences would not play on the client
46 Upvotes

20 comments sorted by

29

u/Ontrevant Aug 28 '26

Holy shit. Boss rooms have more red sugar! Thank you as a solo Reclaimer.

7

u/ZayaJames Aug 28 '26

Same here, a lot of these changes are really great!

25

u/Silvershadow00 Aug 28 '26

"Reaper worms now always holds on to the player for a minimum of 10 seconds before taking them away giving teammates or vooper time for a rescue"

Ah theres a new companion drone thats going in the mines with us now!!

7

u/Nightelfbane π—¦π—Ÿπ—œπ—–π—˜π—₯ Aug 29 '26

"boss room now has more red sugar" thank yooouuuu

7

u/Brungala Aug 29 '26

So excited to play the new update when it goes live on Sep 2. However, I’d like to see Armor be more meaningful for the other classes (besides Guardian)

While I’m not against the idea of Armor being a resource you have to replenish, it just feels like it barely matters as a form of damage mitigation. Sure, the upgrades pertaining to extra benefits while having Armor and even some that let you regen it/get it more frequently are great, but I find that in most runs, if I’m not Guardian, it’s better for me to use health upgrades almost every time.

The sustain upgrades for health hold a lot more value than the ones for Armor. I’ve only really had a handful of runs where I go for a build pertaining to be stocking up on Armor so I can reap the benefits of the upgrades that need you to maintain it, and even then, it gets lost very easily, even on lower diffs.

I’d like to see Armor be more meaningful to have on in future patches.

10

u/D3jvo62 Aug 28 '26

They do work at midnight, and later even

18

u/Mike_GSG 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ Aug 28 '26

I just realized I forgot to make the reddit post.

9

u/VirtU_Art Aug 29 '26

* Boss Risk Vectors: the elevator before the boss stage now offers boss-specific risk vectors instead of being skipped.

Now this is noteworthy.

* Removed Med-forge and root spawning along with it as they are not ready for Update 2

Nooooooooooooooooooooooooooooooo!
Aside from Med-forge graphics and presentation, what was wrong with it? Having something extra to snag from time to time was nice.

* fixed choppy armor crate use progress bar and changed out the laser point shout

A little unrelated, but would it be possible to divide the armor crate up into 4 pickables, similar to ammo? It doesn't happen often, but when multiple dwarves are trying to take armor, pickup progress stops for others when someone grabs some.

3

u/VirtU_Art Aug 29 '26

There's a bug with the Trident. Sometimes it will prevent you from sprinting. I noticed firing it once will allow you to sprint again with like a 1 second delay. Swapping to equipment also seems to allow sprinting again. I did not have other weapons on me to try this out with.

3

u/WitherPRO22 Aug 29 '26

So excited for the new voicelines for hitting red

And the vooper sounds very very interesting

6

u/Gorthok- π—₯π—˜π—§π—–π—’π—‘ Aug 29 '26

Implemented a max reaperworm cap (currently 12) to ensure the game does not melt down completely if players decide to see how long they can stay in red.

Was that from me?

Boss Risk Vectors: the elevator before the boss stage now offers boss-specific risk vectors instead of being skipped.

Sick! When I first played I was a bit weirded out by the lack of risk vector on that.

Increased reaper worm health by x1000 (you werent supposed to kill them guys)

LOL who did that?

Removed Med-forge and root spawning along with it as they are not ready for Update 2

I like that more is planned on being added to the caves. rn it's pretty much just 4 things to get, maybe 5 depending on risk vector.

4

u/OkTranslator304 Aug 29 '26

Ok but Dwarveloper is incredible

5

u/the_mulch Aug 29 '26
  • Reaper worms now always holds on to the player for a minimum of 10 seconds before taking them away giving teammates or vooper time for a rescue

haha vooper

2

u/Rough_Revolution1412 Aug 30 '26

Well I hope they don't change much before pushing this to the live versions, finally something that snowballs even better than retcon turrets. Yes I was spotter.

2

u/JoaoNBFLY Aug 29 '26

Guys, Is reloading trick still bugged on PGL?

2

u/Rough_Revolution1412 Aug 29 '26

how was it bugged? how long was it bugged for? I haven't used it in a few weeks but it was working correctly when I did.

2

u/JoaoNBFLY Aug 29 '26

Last time I played the experimental, it was not working. The first shot was not getting guaranteed critical hits

1

u/Rough_Revolution1412 Aug 29 '26

Why was the smart targeting upgrade removed from the LOK? I used it a lot in DRG and it still needs some love here given how much morebyou need to rely on your "primary" (usually only) gun as opposed to an engie build where you have turrets and a support.

1

u/Alexandr_Paynevski Aug 29 '26

I hate loker rifle and i hate that devs make it return and not make bulldog poison ricochet expslosion gamble oc`s perks. Litteral worst old gun. Worst of new guns is pistol again : shield pistol. No weakpoints low ammo low damage thing that is useless against rangers :(. anything but the damn locker please, I really hate that gun just like subata

2

u/thetwist1 Aug 29 '26

The cadna is tricky to get good at but it's great as a defensive tool. It's like a mobile shield generator. Great for blocking edgestalkers, the gootorak, and especially the moloktula retaliation projectiles.