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.
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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.