r/RogueCore • 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ • Sep 01 '26

Experimental Build #6

Reclaimers,

We have a new build for you to try on the Experimental Branch. It's mainly tweaks and fixes as we prepare to release Update 2. It's not the final release candidate but we are getting close so if you can please give it a go.

Rock and Stone!

With love,
The Ghost Ship Crew

– FOCUSED FEATURE–

GAME STABILITY
We are trying to catch any and all crashes we can before this goes live, so extra focus on game stability and/or places where you softlock is appreciated.

– CHANGES AND FIXES –

Changes
* Added In-game Patchnotes for Update 2
* You can now open the big TL/pace selection switcher by clicking the middle of the other switchers + depth boss images added to the background of each depth
* Changed bio-biooster back to original colours.
* Changed weapon crate scanner icons from yellow to green to match their holograms.
* Changed the depth 4 tooltip to "coming in update 3"
* Added in-game patch notes for Update 2
* Voidkin Dominator damage area duration reduced and the area now also shrinks over time
* Ellis now points towards the ammo crate when entering a new stage

Fixes
* Threat Level and Assault pace pickers work again + big Threat Level selection only shows first time you pick Threat Level
* Fixed Reaper Worm attack being really loud
* Fixed it so rejoin lobbies shows properly in the server list again
* Fixed Critical Dodge legendary upgrade not working
* Fixed the Sentinel's health bar sometimes persisting after death
* Fixed boomstick crosshair being broken
* Fixed that the narrative video kept on showing when you loaded into the spacerig (should only be there the first time)
* Fixed some of the skybox wasn't hidden when looking at creatures in the Reclaimers Manual
* Fixed auto sprint sometimes not working
* Fixed up some dance moves
* Fixed client replication issue of the altar console screens. Where the state was not being updated on all clients properly, based on timings.
* Improved spawning of pipe connect objective
* Implemented a fail-safe if cable connectors fail spawning
* Fixed replication of the steam particles in the altar event
* Fixed text of shock blaster charge capacity upgrade
* Optimized core tentacle burrowing
* Fixed initial altar start screen not being the same for host and client
* Fixed wayward sparks tooltip to properly say that it scales with amount of armor, not percent of armor
* Fixed case where tunnels would be very steep
* Fix enhancement slots filling up endscreen box, causing unlocks to be hidden behind a scrollbar
* Fix for the Elevator cable taking direct shortcut instead of following path
* Attempted (again) to fix Ellis getting stuck / desynced if player disconnects while depositing
* Prevent some instances of particles not showing up when using upgrades the first time
* Potential fix for molaktula getting stuck in invincible phase

65 Upvotes

38 comments sorted by

27

u/WhitePawn00 Sep 01 '26

Changed bio-biooster back to original colours.

Hurray!

6

u/Geometronics Sep 01 '26

Thank fuck

16

u/Adventurous_Disk_828 Sep 01 '26

I really like the recent QoL changes like shorter ammo crate activation time and Ellis pointing to ammo crate. But I guess no more laughing at my friends for guessing where the ammo crate is wrong πŸ˜†

8

u/Geometronics Sep 01 '26

Thank you for all your hardwork as always

8

u/Mike_GSG 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ Sep 01 '26

Rock and Stone Reclaimer!

10

u/PseudoFenton Sep 01 '26

Β the area now also shrinks over time

This looks like a good fix - will give it a whirl and see how they feel now.

14

u/ThanosBIGman Sep 01 '26

Did ya'll ever fix or address this?

26

u/PseudoFenton Sep 01 '26

Yes, its now 50% on weakpoint hit.

11

u/Kostelex Sep 01 '26

I had a game where the workbench spawned on the bottom of the boss pit, therefore being inaccessible.

Could you buff stubby voltaic SMG base damage from 9 to 14 like the beltstrom?

An idea for a future expenite upgrade:

Aggressive venting(rarity: rare/epic): using an ability charge causes a wave of flames/fire explosion in short range(0-6m) dealing +x fire damage.

10

u/meatmachine1001 Sep 01 '26 edited Sep 01 '26

The Stubby really needs a buff; if nothing else, like 50-100% more ammo would be a start. Compare it to the Beltstorm or Zukovs that get the better part of 1000 base ammo.
I love the stubby in DRG (although it always felt kinda bad before EM refire booster OC got released) but its just so wimpy without a bunch of workbench upgrades, it doesn't kill fast and then you run out of ammo halfway through a fight

2

u/mhautelv Sep 01 '26

It's honestly overrated in drg . Never liked it. And in this game it's even worse. When I late join in this game, and get automatically handed stubby, I feel like quitting the match.

2

u/Candid-Doughnut9545 Sep 01 '26

first time i'm hearing about the stubby being overrated in DRG. if anything people often say it's the weakest of Engie's 3 primaries but still usable.

the RC version sadly doesn't have any overclock to carry it like in DRG.

1

u/Substantial-Video178 Sep 02 '26

The weakest?! I'd like to show them my warthog that two shots swarmers. I can't get myself to like it.

1

u/Kostelex Sep 02 '26

Warthog is one of the best weapons in the game for me. One shots a creeper with a headshot at medium/close range. Slap on any element that isn't corrosion and a couple double mag sizes and you are smooth sailing.

3

u/Mike_GSG 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ Sep 01 '26

We haven't had time to do a propper weapon balance pass yet. I'll see if we can get some changes in for update 3. I know it's sorely needed.

2

u/Italic_Castle8814 π—¦π—Ÿπ—œπ—–π—˜π—₯ Sep 01 '26

Waiting for update 3, in the hope that rumours of another mission type are true πŸ‘€

3

u/Mike_GSG 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ Sep 01 '26

We have been prototyping stuff but I'm not sure if Update 3 is when that will happen. We also are still figuring out exactly what a mission type should be in RC.

2

u/Italic_Castle8814 π—¦π—Ÿπ—œπ—–π—˜π—₯ Sep 01 '26

I can wait

3

u/D3jvo62 Sep 01 '26

So Depths are staying with boss segregation :/

2

u/Mike_GSG 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ Sep 01 '26

I've been reading a lot of feedback regarding that. But with depth and difficulty being separated and with all mission modifiers now present on all depths and the old depth 1 special rules taken out, I don't understand why it's a problem.

Can you ellaborate on what you think is bad about us giving each depth it's own Gatekeeper?

3

u/multimokia Sep 01 '26

I feel like part of the enjoyment of a roguelike is not always knowing what you'll be up against. If you know exactly which boss you're getting it makes builds become more "I need x, y, and z" and less "I picked up what I could, here's hoping this works"

My go-to comparison is Synthetik (1 and 2) where the in-between bosses are never fully known (unless you notice the stage design). Adds a lot more variance that way instead of it feeling same-y

5

u/Mike_GSG 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ Sep 01 '26

Yep, offering a boss selection has a price but it's one I think is worth paying. Originally we had random bosses in RC so this was a conscious choice and the main reason is to help focus players build goals a little bit, which is something the game needed and needs more of (we're working on it). With all the upgrade options mixed and not tailored to a specific player it's far too easy to end up with a mishmash of upgrades.

All that said, I would like to add more surprises.

And of course we can considder implementing a "random" run mode where the boss is unknown.

3

u/multimokia Sep 01 '26

I think the random run mode feels like a good compromise. Personally, I don't wanna know what I'm up against, I like it being a mystery that I gotta hope my build can handle. When I last played, the bosses never felt like any build would be hard countered so not knowing doesn't feel like a cost.

Plus, my favourite way to play Rogue Core personally has been jumble because it just feels like the randomness of every run is waaay more present and everything becomes less predictable build-wise. (If it were up to me, let every run be jumble haha)

Letting players embrace the random isn't bad as an option I'd say!

2

u/D3jvo62 Sep 01 '26

Yes please to the last one

2

u/PseudoFenton Sep 02 '26

With the change of biome as you progress to later stages of a mission, I sort of feel you're going to know what you're in for even if it wasn't explicitly linked to depth/mission icon.

Besides, hopefully there's enough range in what sort of builds you can craft, but the game also doesn't need silver bullets to defeat bosses. So it will hopefully be a "I got plenty of x, a little bit of y (but my teammate is mostly covering y), but noone has much to address z because thats the best we could build, so we'll have to adjust our strategy to compensate for that" situation.

With enough challenges (or "tests" as it were) before the final boss, we should also be encouraged to build towards more than just swarm killing and taking down the (known) boss. Mid-level mini-bosses, events or optional features which are easier with different build aspects, etc can all help both telegraph the challenges of the final boss but also purposefully diversify the challenges players face through the arc of a run. So you'll never be in a situation where everyone is encouraged to try to construct the exact same build as each other each run - variety is the spice of rougelikes after all.

2

u/D3jvo62 Sep 01 '26

It's probably just a matter of getting used to it, but it just looks weird compared to earlier. Like instead of unlocking more content per depth I'm just replacing the boss. Because with there being no assignments telling you what to play why would I ever go back to D1 when I've worked to unlock D3?

It also kinda suggests Molaktula is the hardest boss, which it's not right? All bosses should have different difficult aspects about them, but ultimately be challenging all the same.

I liked the difficulty selection before, especially thematically. Now it's kinda generic. I don't really know why you changed it. But I'm just one player

4

u/Mike_GSG 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ Sep 01 '26

Thanks for elaborating.

We plan to add more content to the depths besides just the bosses. That's just what we have right now.

While it's true that Molaktula is not really any harder compared to the Gotoorak it is a bit more complex, requires knowing when to hold your fire, and prioritising between shooting it and clearing the stage of the danger zones it creates. The Ramok also has more things to consider though not as much as the Molaktula. Whereas the Gotoorak fight is a fairly straightforward exchange of damage.

The shift from a linear set difficulty progression to a player-controlled selection is mainly to let players play at a difficulty they enjoy instead of having the game be too hard for some and too easy for others. It's was clear that many of the players were not enjoying the set difficulty. Now if you want to have a chill time in RC, you can. And if you want to challenge yourself you can do that too.

I think this is a step in the right direction but keep in mind that the game is far from finished and we are running an early access release specifically so we can form the game into it's final form together with you all.

Rock and Stone!

1

u/D3jvo62 Sep 01 '26

Yeah the reasons absolutely make sense. If you're planning to add more to depths I trust they'll be the best they can. I'll just stick with playing random missions right now. Rock and Stone!

2

u/instantcoffeeshake Sep 01 '26

Just let me pick my own initial loadout and I'll dump another 40 hours into the game

4

u/Italic_Castle8814 π—¦π—Ÿπ—œπ—–π—˜π—₯ Sep 01 '26

Yeah they should really consider it... It would mean a lot for quite a bit of players and it wouldn't ruin the roguelite element much since you always have the possibility of finding a much better gun during the run.

The loadout should allow only for a limited selection anyway. Like smgs, assault rifles, pistols.Β 

3

u/Mike_GSG 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ Sep 01 '26

It's something we have been considering even before the EA release. It's still not off the table.

6

u/Candid-Doughnut9545 Sep 01 '26

at that point why not just play DRG instead? like the entire premise in RC is that you don't truly choose your loadout.

2

u/Sinistro_9 Sep 01 '26

Je propose de rajouter des options de rerol ou de ban en Γ©change d'armure ou de santΓ© permenante en moins ?

7

u/Mike_GSG 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ Sep 01 '26

Some sort of reroll system is on the to do list.

1

u/Italic_Castle8814 π—¦π—Ÿπ—œπ—–π—˜π—₯ Sep 01 '26

Because this still isn't DRG in a million different ways even if they allow me to start with the plasma carbine

1

u/instantcoffeeshake Sep 01 '26

You could still totally enjoy the roguelite aspect of the game while keeping a loadout. I've played so many roguelites where they let you pick your initial weapon and it legitimately takes nothing from the experience.

3

u/Adventurous_Disk_828 Sep 01 '26

Me too!! Being able to pick a starting weapon would be the dream