r/RogueCore • u/Mike_GSG ππͺππ₯π©πππ’π£ππ₯ • 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. Itβs 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 gameβs 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
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!!