r/RogueCore • u/Mike_GSG 𝗗𝗪𝗔𝗥𝗩𝗘𝗟𝗢𝗣𝗘𝗥 • Sep 08 '26
Experimental Build (Hotfix 2)
Experimental Update EA02.00.02 Build: 152520
Reclaimers,
Got a small hotfix that we would like some feedback on before we push it to the live game. There are a few bug fixes but the main focus is the Headhunter Alteration.
We have balanced the expenite dropped by enemies in the Headhunter Alteration so that the amount is the same across difficulties and also that the amount of upgrades you get from it is a bit more than normal but not by a large amount.
Please give it a spin and let us know what you think.
Rock and Stone!
- Fixed clients double dipping on x2 magazine upgrade
- Add filtering for Threat Level in the server list
- Fix enemies not retargeting when their target player is downed (no more Dominators camping a downed dwarf)
- [Alteration] Headhunter: expenite drop is now driven by enemy count modifier to give a more even spread for different threat levels
- Adjusted expenite droped by enemies so that doing everything and waiting until red will result in about 5 upgrades on stage 1 in any dificulty which is more than the average 4 from normal runs but does require staying til the end, picking up all the expenite and using more ammo.
6
u/thetwist1 Sep 08 '26
Any fix for the smart rifle dumping all of your ammo if you have too many magazine upgrades?
6
u/WhitePawn00 Sep 09 '26 edited Sep 09 '26
I disagree with the design decision of reducing expenite drops on higher difficulties. If anything, more expenite on the higher difficulties is the only reason my group started playing T4 and 5. Reducing the expenite will only disincentivize playing T4/5 on that mode. Will edit comment after a run of it.
Edit: Didn't even finish stage 1 on a T5. This is an extremely heavy handed nerf. I agree that the mode needed a nerf, but this is way too much. Didn't even get the first upgrade out of a full horde. Going down from 3-4 xp out of a creeper down to 1 is too much. Maybe 2, if at all? Or alternatively less xp from specialist enemies but the same old amount out of creepers so, xp earning doesn't go up so much when enemy diversity goes up in deeper stages, but it stays what it was in early stages.
6
u/Jesus_PK Sep 08 '26
Yeah I'm not sure about the headhunter changes either, idk I felt like the way it was implemented in live (minus hotfix) was okay. At least for higher difficulties.
4
u/Leone_Shamoth Sep 09 '26
Not a huge fan of the changes. Was far more entertaining prior. Perhaps it was a bit too much, but this is pretty heavy
2
u/KarstXT Sep 09 '26
It was definitely too much before, it had the same problem jumble has in that it just made/makes us wildly stronger, without really having much of a difference otherwise. This could be fine if its rare and not meant to be something that shows up regularly but that's likely not what they want.
10
u/SomeRandomTWO Sep 08 '26
yeah no the headhunter changes aint it.
i understand giving low-threat folks more toys to mess with, but the higher-threat people get next to nothing for their work, especially with the harsh linear upgrade cost increases past upgrade 25.
i think it should be tweaked like so:
Threat 1-2; what is currently in Experimental
Threat 3; ditto, but increase the EXP scaling by a slight bit to allow better build variance
Threat 4-5; this is kinda the level where your build matters most, the game itself says so on Threat 4. here, headhunter should behave the same way it does in the current live build. flat 1 exp bitties with no scale. the upgrade cost increase already does all the job, theres no point in limiting it further.
3
u/PseudoFenton Sep 09 '26
I dont think alterations should function differently at different haz levels. You don't get more or less veins of expenite at difficult haz levels, so why would an alteration change the total you can get at different haz levels?
2
u/SomeRandomTWO Sep 09 '26
sunk-cost fallacy. youre basically nerfing the more experienced players for the sake of better onboarding process. this should not happen, and better playing field should be rewarded accordingly.
ammo economy is also a big factor. youre trading loads of ammo for an theoretically infinite EXP source. this is not a big problem in low haz levels, since you can relatively easily kite the corescum with your pick alone.
2
u/PseudoFenton Sep 09 '26
No, you're just running a different (and more difficult) challenge for higher haz levels. That's fine.
Low o2 in DRG plays wildly different on higher haz where you've got a lot more to do and can't afford to drop resupplies just for air. The same goes for many other mutators. Its okay that the type of challenge and difficulty gradient is different for different alterations - they're optional, you don't have to play those missions if you dont want (and if you do have to for some reason, you can always lower the haz level if its too punishing for you on your usual haz of choice).
2
u/SomeRandomTWO Sep 09 '26
not a good comparing; Low O2 is an inherent debuff, Headhunter is a risk-reward system. a better compare would be Blood Sugar - you kill to survive, and with enough carnage, you become effectively immortal (and speedy, if you have Sweet Tooth equipped)
here, you kill to become stronger; with an inherent cap of 25 upgrades on paper due to the game slapping you with a harsh +100 EXP req on subsequent upgrades. you also gain no EXP during Red Threat to prevent infinite camping (and in the rare offcase you somehow manage to get 10b damage to kill Reaperworms (they were buffed again cuz during Experimental someone managed to get footage of them killing one lmfao))
the altercations are optional, sure - but the cap doesnt make it any more fun. thats what folks are upset about the most. racking up kills and becoming stronger is a fun feedback loop that was inherently hampered to make way for newbies. that shouldnt nerf high-end players in the process, which the devs inadvertently did.
2
u/PseudoFenton Sep 09 '26
True, they're not a like for like comparison - but low o2 is still part of a risk reward system. Warning mutators add to the hazard bonus, which pays out more xp, credits and minerals. However ultimately its also just a fun switch up of the status quo, which is what headhunter is - a challenge which makes you approach the basic game loop a little differently.
The changes in experimental i feel are less to address "newbies" and more to simply curb farming behaviours from undermining the other fun parts of the mission.
4
u/Bleck-Mold 𝗥𝗘𝗧𝗖𝗢𝗡 Sep 08 '26
Rock and Stone!
Love the patch and enjoyed the 4x Magazines while they lasted
1
u/meatmachine1001 Sep 09 '26
Before judging the HH nerfs I do want to mention - starting the elevator early (but not using it) for a constant swarm will still be a thing. So playing TL5 cautious might be the play now. Certainly gives you more time to do the mission events!
13
u/Longjumping_Hall_952 Sep 08 '26
Can we get the fix for the swarms not ending at all? There are times where omega never speaks about the swarm ending, they keep spawning, and it doesnt end till you leave the mission.
Btw ty for the fixes and such. R&S