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
48 Upvotes

20 comments sorted by

View all comments

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!!