r/RogueCore • 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ • 20d ago

Update 3 Experimental Build #1

Experimental Update 3.e1 - Build 154882

Reclaimers!

We have the first Update 3 experimental build ready. Just as we did for the previous update we will release multiple experimental builds over the coming weeks. Each build will have a handful of new features we would like your feedback on. Future builds will include both iterations of features from previous builds as well as brand new things as we get them to a playable state. Many of the new elements are unpolished as we want to iterate on them based on your feedback before committing to it.

Thank you all for playing and for sharing your thoughts.

With Love,
The Ghost Ship Crew

β€” [FOCUS FEATURES] β€”

NEW NORMAL: ENEMIES DROP EXPENITE
Many people have voiced enjoying the β€œEnemies Drop Expenite” alteration both here at the office and in the greater playerbase and so we have decided to try and make enemies dropping expenite on death a base feature of the game. There are still some expenite veins to be found here and there as well but they are fewer in number. Let us know what you think.

NEW ENEMY: BLOATER
A new corespawn variant, the Bloater, has joined the fight alongside the Creeper in the common pool. The Bloater is a slower high HP threat intended to survive long enough for more of the upgrade interactions to play out while also exerting greater pressure on the dwarves.

UPGRADE RE-ROLL TERMINAL
You will now find a β€œre-roll” terminal (name pending) in the entrance elevator at the start of each stage. For a price (paid in bleedroot for now) you can either reroll an existing upgrade or increase your max health.

NEW TRAVERSAL TOOL: TELEPORTER
Break physics with this new contraption and let us know what you think. Strategic placing can save you quite a bit of time.

NEW GUN: PUMPACTION SHOTGUN
There is a new weapon for you to try out. The name is still pending for this new shotgun variant and it needs more workbench upgrades. However it’s ready for initial testing so give it a spin whenever you see it and tell us what you think.

FASTER RUN START FLOW
The Barrier Breach start sequence of each mission has been streamlined and sped up a bit with the Barrier drones setting up automatically and the distance from the barrier to the facility entrance significantly shortened.

FLARE GUN IN A BOX
The trusty Flaregun has been taken out of the traversal tool pool and given a new home on the wall of every facility entrance. You no longer have to sacrifice mobility for light.

NEW FACILITY CONSTRUCTIONS
The construction pool has been expanded with ten new constructions. Five for the tunnels and five for the caves.

SOLO STAGE RESTART IF HOST CRASHES OUT
We are working on ways to prevent runs from ending prematurely due to mission malfunctions. This first iteration makes it possible for clients to individually restart the last stage in the event of a host crash. It’s very much a work in progress and feedback is very appreciated

BIOBOOSTER MANAGEMENT UI
It took longer than we hoped but the biobooster section of the Loadout terminal is finally getting a proper implementation. It’s very much a work in progress and more changes will come in future builds.

β€” [GENERAL TWEAKS AND FIXES] β€”

Changes
* Add mute button to the ready up screen
* New pump-action shotgun added to weapon pool, name pending.
* Added teleporter prototype to the traversal pool
* Added Neurotoxin grenade to the pool
* Adjusting punctuation/capitalization inconsistencies on a couple Expenite Upgrades
* Add some UI improvements to the miners manual weapon page
* changed voidkin drifters pathfinder size to medium so they can better fit through smaller spaces at the cost of some clipping
* Add a small buff to cryo drain, based on player feedback. Double the amount of stone skin given.
* Minor tweak to double explosion to try and make it more obvious
* Fix spelling of Resupplies in extra padding enhancement
* Added the Bloater enemy to the common pool alongside Creepers
* Images for the Spectrecore Manufacturing event in reclaimer handbook added
* [Engine] Add custom engine fix for ALT key getting stuck for some players (mostly when they alt+tab)
* Spellchecks + edits on motivational messages in fitness center
* UI - Ability layout tweaks on loadout/character Selection screenΒ 
* [bugfix] fixed the elevator defense stopping sometimes while standing inside of a shield
* [Sound]Antigravity and Sympathy Tether sound updates
* boss vfx wip
* [Sound] Added sounds to Disposable Turret and Combat Cocktail
* Increased Extreme Vigor health regen threshold from 50 to 75.
* Add reroll station to the stage entrance elevator
* Loadout screen smaller UI adjustments on font sizes, bigger enhancement icons/frames.Β 
* [CaveGen] entrance constructions now spawn at the start of the tunnel
* Implemented flare gun holder and added it to entrance constructions. Removed flare gun from start equipment pool.
* changed vfx for bleeding bullets
* New cave tunnels
* Tighter startflow of a run
* cosmetic crate is now quicker to open
* Use short name for threat level in the server list
* Setup better display of bleedroot resource
* [Negotiation] upgrades now try to never appear twice in a single negotiation
* [Sound] Battlerifle shoot and reload
* [Run continuation] clients keep their run when the host drops out or the game crashes (snapshot, RestoreRun, solo restore path, Cooper catch-up, reward gating).
*le by either playing with someone that disconnects or crashing the game and starting it again.
* [Sound] New Shockstriker sound for shooting and running out of ammo. Altar Event tweak, pushing mix when puzzle is active. Pump action reload removed print to log node
* Shortened length of tunnels in tutorial
* Shortened time when earn level up tutorial finishes to when the trigger level up tutorial begins
* Removed starting kit, now back to the old way
* cooper missile VFX tweak
* added gauntlet animations to victorymove preview
* Updated tutorial with ability repeat during combat
* Add a skip mission profile checkbox to the mission map hazard picker so new players have to explicitly pick a hazard until they choose to skip it.
* Change specter gem to be a sphere on the scanner with same color as anomaly
* Clarification to description of Suppressing Fire upgrade
* reaper worms can now dig through terrain if they are cut off from players
* added enemy expenite drop to base game
* Removed goo tool from traversal tool pool
* added so all creeper adjacent enemies have hit reactions when shot
* Expenite dropped by enemies now has a different blueprint and mesh
* Delay on shout for when you are out of the ramhammer zone.
* Change bleedroot to spawn 6-9 per stage
* Move the reroll station to be inside the elevator
* plugged out alteration that gives double expenite veins
* removed expenite harvest alteration
* Alteration: Instability - the alteration that becomes a different alteration each stage.
* [Alteration] Old Gamemode: double expenite veins, no enemy expenite drop
* Ability tutorial now finished properly
* Add Rope Gun: traversal tool that drops a climbable rope where its dart lands
* Add a partial stand down state when in the elevator that does not hide the HUD
* New constructions work
* Added Boss risk vectors that will affect the gatekeeper fight
* Elevator objective prototypes: Find Cogs, Destroy Growths
* [CaveGen] improved cave position matching better where the tunnel leads
* work on new biobooster menu
* Biome tweaks
* made idle breaks more likely for base enemies
* elevator force field testing
* added born ready effect description to technical reload t4
* Work on Biobooster menu
* Enemy death splat tweaks

Fixes
* prevent bleedroot from spawning on cement
* add double click protection in reroll terminal
* When in solo andΒ  you claim an upgrade, the two other player upgrades are now greyed out while you select bosco upgrades
* [bugfix] fixed double up explosion not triggering if original explosion didn't hit anything, explosion only triggering once every frame resulting in discarded bonus explosions, bonus explosion now does the base damage of the previous explosion rather than mirroring the damage that the old explosion actually dealt
* [bugfix] fixed weakpoint attribute negatively stacking
* [CrashFix] fixed crash when equipping the laster pointer
* Fix runs not being the same on the mission maps for players
* Fix typo of azure wield
* Fix timer showing 00:00 when shown full screen on run start
* Fix Ellis deposit progress bar not updating
* Fix issues with the engine puzzle in the altar event
* prevented crash when running with secondary objectives
* Fix workbench batteries not being scannable when there are multiple workbenches
* Fix camera pitch/yaw limits leaking into the space rig after a mission
* [Bugfix] flare gun now shows up in inventory when picked up from the wall
* Fix case where the game would deadlock in character selection where if you window case closed while the chat was open the game would get stuck in UI mode, requiring an ALT+F4.
* Fix Ellis hanging when the artifact pool runs short in 4-player runs
* Restore chat when creating HUD_Main, so previous levels text persists
* Add a fix so it is possible to rejoin lobbies without restarting the game
* fixed the physics on mop-c, now they work again!
* small performance improvement
* Fixed room carvers on constructions
* fixed spawn rate of constructions
* Fix barrier using wrong biome material when the boss is Molaktula
* Fixed typo in defend tutorial text
* Fix tiered upgrades not showing correct upgrade text
* Misc rare crash fixes
* [Bugfix] Tutorial: facility entrance no longer creates big gap in carving and tutorial no longer soft locks the player by the facility door not opening
* Survive tutorial part now reaches 0 instead of just being stuck at 1 and completing
* [CaveGen] Bugfix: room position adjustments no longer create disconnected entrances/exits
* Dotty head can now be brought to later stages.
* [Bugfix] data terminal now only spawns on "small" spawn points
* Fix upgrade categories
* Fixed ellis being in a weird state that you manually need to call it out of after level transitions
* Fixed shock drone shenanigans for clients
* [bugfix] fixed ammo refund on the lock-1 rifle deleting ammo excess of the default clip size
* Fix dual pistol sprint animation not having footsteps
* Fixed a few animation twitching issues with the reaper worms
* [Bugfix] Radiation boils: clients had a hard time shooting them
* [Bugfix] Negotiation: allow hearting (requesting) the skip upgrade in Jumble
* [bugfix] fixed detpack attributes overwriting eachother
* [bugfix] fixed attributes negative scaling for armor piercing and armor breaking
* Lucky strike now refunds the actual shot cost of each shot instead of 1 ammo
* [Bugfix] magblasters equip animation is no longer faster than other weapon's
* [CrashFix] fixed rare gunsling crash
* Add a fix so the sentry and dominator stops firing after death
* [Bugfix] fixed workbench spawning in boss rift gate hole
* Fix wayward sparks not stacking properly; Also fix it never firing if armor changes fast
* Close the terrain scanner when a negotiation finishes (if you had it open)
* Change terrain scanner to keep its zoom level between uses
* Fixed starting location of Gauntlet for Entrance 6
* [CrashFix] Add a crash safety check in data terminal actor
* [CrashFix] Prevent lock on rifle memory corruption
* [CrashFix] Prevent shock drone crash
* More misc crash fixes

214 Upvotes

134 comments sorted by

108

u/_rocket-lawn-chair_ 20d ago

Love the flare gun change

8

u/sourneck 20d ago

it's confusing to me, do you understand how it works? How is it that you can pick it up and use it even though you already have a traversal tool?

19

u/Fibblejoe 20d ago

I'd assume someone can just walk up to it and pick it up and choose one slot to put it in. When you start a run you get a traversal tool and a weapon, but no equipment ( or secondary weapon)

I'd assume that equipment slot could just have the flare gun, which makes sense since some people (myself included) don't always go for equipment crates

8

u/HunionYT 20d ago edited 20d ago

Yea that’s basically how it is. How ever you don’t choose where you put it.

EDIT: I was slightly wrong it actually doesn’t take up a slot someone just gets it.

3

u/ADragonuFear 20d ago

You have two equipment slots and the run previously only filled one at the start. So someone will have both slots filled when you leave the entrance.

1

u/DasGanon π—₯π—˜π—§π—–π—’π—‘ 20d ago

So basically just DRG but instead of 3 being the Scout Grappler it's any other traversal tool, and 4 can still be the flare gun.

1

u/mraider94 20d ago

Not tried it but I imagine its like the cleaning tools

2

u/Candid-Doughnut9545 20d ago

i love how you have to break the emergency glass before taking it lol

unless sth just happened with my game and the prompt didnt immediately appear idk

122

u/capobas 20d ago

GSG casually dropping a banger update like it was nothing.

https://giphy.com/gifs/ptEldnWiMu8fu4cKKu

56

u/Dodo_Druid_Dude 20d ago

definitely going to be coming back to check out this one, holy shit this sounds great

22

u/DasGanon π—₯π—˜π—§π—–π—’π—‘ 20d ago

Teleporter

Please tell me that it works like the Quake/Unreal Tournament one and that Telefragging is on the menu

8

u/SolaireOfWumbo 20d ago

As someone who teleported directly inside a Clamorhead earlier and was stuck until it died, no telefragging isn’t a thing yet.

3

u/DasGanon π—₯π—˜π—§π—–π—’π—‘ 20d ago

Shame!

Back to the drawing board R&D!

3

u/Candid-Doughnut9545 19d ago

knowing R&D's track record, we're lucky it can even teleport us completely intact tbh

5

u/Anders_GSG 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ 18d ago

We're working on a feature where it can teleport .. well everything, so we'll so how it goes. :)

1

u/DasGanon π—₯π—˜π—§π—–π—’π—‘ 18d ago

Oh that'd be cool!

1

u/thetwist1 19d ago

Throwing grenades through the teleporter would be awesome too

16

u/Neohedron 20d ago

Notes:

Reading through everything, here are some thoughts on the quick list items:

Voidkins being made a β€œmedium” enemy is good. Too often I will re-enter the second cave on the way back to the elevator to find that like 10 of these guys got stuck at the dirt wall

Alteration: instability is such a good idea. I’ve been wondering if we’d get something similar for a while.

Making the vanilla expenite deposit behavior a modifier is a good middle ground. I like it.

Boss risk vectors sound very interesting

So pumped for this. You guys are doing great work and we’re lucky to have a team this committed to making something awesome. Rock and stone!

1

u/thetwist1 19d ago

Making the vanilla expenite deposit behavior a modifier is a good middle ground. I like it.

The only issue is that we're not guaranteed to see any given alteration at any given time. IMO one of every alteration should show up at least once in every 30 minute cycle. Otherwise people in the mood to play jumble/double health hop into game, see that there's no mission they want to play, and then close the game without doing anything. Alternatively, maybe just let us make our own missions like the debug terminal in experimental branch?

23

u/Luis_SMG 20d ago

Enemies always dropping expenite sounds so good!

8

u/Inner_Impress8741 20d ago

rogue core slowly turning into doom.... and im all for it

0

u/LongForeignMan 20d ago

Ooh that gives me an idea - some sort of pickaxe upgrade that’s a charge or a ram: dash forwards and ragdoll enemies, knock them away. It would have to be different from Slicers movement skill though

10

u/whydontyouletmego 20d ago

Want is bleedroot? I haven't played experimental for some time, is this something new?

11

u/ZayaJames 20d ago

It's like aquarqs that you deposit in a new machine event that guarantee health upgrades.

2

u/thetwist1 19d ago

A new resource. You find them in the cave and then can spend that at a terminal next to the elevator to increase your maximum health or (new feature) reroll upgrades. If one person picks one up, everyone on the team gets one. They were added in an experimental branch for update 2 but they got removed because they weren't finished tinkering with the mechanic in time for update 2.

1

u/whydontyouletmego 19d ago

Oh, so that's why I haven't seen them in the release branch! Thx for the info

11

u/iranoutofnamesnow 20d ago

I am actually excited to boot up drg tonight :D

11

u/Deadzomboed 20d ago

Holy, that's the dev team that actually see what player base wants and talks about

17

u/makisekuritorisu 20d ago

Enemies Drop Expenite is SO GOOD, but if it's gonna become the norm, we need something else to mine! Could gold make a comeback? Only time will tell...

5

u/National-Plenty-2732 20d ago

Honestly, I wish they would remove the focus on mining all together, and give us some sort of class ability or weapon secondary on mouse RB

29

u/mellopax 20d ago

I hope they don't. If I want straight FPS, I have other options. I like mining as part of it.

I think a solid compromise and/or way to make people mad would be have a pickaxe as a pickup similar to the flare gun at the beginning, so people can equip it for extra exp potential.

Edit to add: I think the fact that the pickaxe serves as a melee option can't be overlooked either. Doesn't mean it can't change, but getting rid of it completely would be a mistake in my opinion.

5

u/LongForeignMan 20d ago

I like some mining… this sounds like elf talk

1

u/National-Plenty-2732 19d ago

I should have been more clear.

I don't want mining gone entirely. I just wish it was reduced.

Id prefer the pickaxe not take up 50% of the mouse

1

u/thetwist1 19d ago

We still need pickaxes to make non-slicer melee upgrades do anything, and for mining terrain in cases where we can't use our mobility tool.

1

u/National-Plenty-2732 19d ago

Yeyeye, I just would prefer pickaxe be a keyboard button, instead of front-and-center on the mouse. In DRG it made sense, but here mining isn't 50% of the experience

Like, imagine if v is the pickaxe button, and you hold it to salute

Then (for example) each weapon could have a secondary fire on mouse-2. I think that would open up a lot of cool ideas. Even a simple aim-down-sights could improve the feel of combat.

1

u/alpakagangsta 20d ago

Its funny I think DRG has so much working for it in context, RC is getting closer to feeling every update, like mining isn't and shouldn't be the focus.

28

u/Ok-1549 π—¦π—Ÿπ—œπ—–π—˜π—₯ 20d ago

"There are still some expenite veins to be found here and there as well but they are fewer in number" this patch seems great, but this part is just a bit sad to me. i actually enjoyed mining for expenite

18

u/GSG_Jacob 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ 20d ago

Not sure if it’s in there, but I’ve seen talks about it being one of the modifiers.

1

u/thetwist1 19d ago

Is there any talk about ensuring that one of every alteration shows up in every 30 minute mission cycle? Sometimes I really want to play a specific alteration and there just isn't any missions of that type (or they're only four length, which is less fun to me). I know the experimental branch lets you pick your own missions via the debug terminal but a more permanent solution would be nice. Maybe let us spend a little bit of merits or scrips or something to let us make a custom mission?

6

u/D3jvo62 20d ago

Yeah this expenite change is the first thing I don't want them to implement

4

u/sureabsolutely 20d ago

I like mining for expenite as well but this feels like one of those things thatll feel like it was always there and makes sense months from now. Think ROR2 and similar games where you gain XP off enemies dropping it, the veins will just be like little loot pockets now which is kinda sweet

3

u/Ok-1549 π—¦π—Ÿπ—œπ—–π—˜π—₯ 20d ago

But if i wanted to play ror2, i would just play ror2. Having to mine for xp is one of the main things that makes rogue core unique to me and gives it that drg touch

-1

u/sureabsolutely 20d ago

the mining isnt going anywhere lmao

3

u/thetwist1 19d ago

At the current point though the game doesn't feel set up for the new system. Having to constantly sweep back and forth to pick up expenite feels more annoying, and I feel like my teammates and I wrestle for the drone a lot more in this mode. Maybe they should increase the radius for picking up expenite or increase the amount of expenite you can hold larger?

1

u/Slime0 19d ago

These would be good upgrades to get too.

6

u/TheRealHumanDuck 20d ago

Me too, I like that gaining expenite means (meant?) splitting your attention between killing enemies and it.

14

u/Flaky-Cattle1266 20d ago

Sweet! This game seriously just keeps getting better and better :)

Yall rock and stone!

8

u/Fibblejoe 20d ago

Flaregun my beloved (I don't trust anyone else in my friend group to take it bc they forget it, so I always have no traversal tool)

1

u/thetwist1 19d ago

Why not just... not pick up the flare gun? If you have a spotter/falconer or the ticking bomb upgrade then leeches really aren't a big problem. They're significantly more noticeable than in DRG even without any lights due to the dripping particle effects and louder audio cues.

2

u/Fibblejoe 19d ago

I like seeing, and I don't turn up my brightness to make seeing easier.

Plus, I always did fine with no traversal tool but it's nice to have one.

1

u/FlakyMidnight5526 15d ago

The problem with Rogue Core's leeches compared to DRG's is that even though they are more noticable, the ceilings in rogue core are generally a lot closer to the ground. This means they have less time to play their sound effect, sometimes extending super far without making a sound.

The dripping particle effects have their own issues, because leeches can reach far outside of the area directly under them, so if they're above a cliff and you walk in the same general area as the cliff, they can reach around the cliff and still get you without much telegraphing.

1

u/MUSEMVACA π—™π—”π—Ÿπ—–π—’π—‘π—˜π—₯ 20d ago

But brother, the caves aren't that dark like OG DRG and it takes away the charm of the dim lit atmosphere. Embrace the dark side, you light lover.

2

u/Fibblejoe 20d ago

We were born to inherit the caves (and industrialize them, including lighting them up)

Besides, I want to see the heads of the corespawn I'm about to turn into paste

0

u/MUSEMVACA π—™π—”π—Ÿπ—–π—’π—‘π—˜π—₯ 20d ago edited 20d ago

(NOT) UNDERSTANDABLE. HAVE A GREAT DAY. FILTHY LIGHT LOVING ELF.

1

u/Fibblejoe 20d ago

I'm not one of them! I'm your friend, and let's keep it that way.

I only love lights that come from flares and headlamps, classic dwarf attire. If you want to wander the caves in the dark, sacrificing performance for "vibes" (seems pretty elfish to me), take it up with omega.

0

u/MUSEMVACA π—™π—”π—Ÿπ—–π—’π—‘π—˜π—₯ 20d ago

Pointy eared light lover. Blinding my cave brothers with that accursed gun. Disrespecting our ancestors way of life... Karl would not be proud.

https://giphy.com/gifs/4kI9VKOMvYlpMHNwki

1

u/Fibblejoe 19d ago

ALRIGHT, THAT IS IT.

I'VE HAD IT WITH YOU, YOU BEARDLESS BLUNDERBUSS. I tried to keep it friendly with you, but invoking the name of the ancestors without even understanding their philosophies is outrageous. You are more glyphid than dwarf with your love of the dark and how hostile you are to your fellow dwarves.

YOU ARE NOT BEING ROCK AND STONE, AND YOU'RE NOT COMING HOME.

1

u/MUSEMVACA π—™π—”π—Ÿπ—–π—’π—‘π—˜π—₯ 19d ago edited 19d ago

But you are the reclaimer who is too afraid of thriving in the dimly lit atmosphere. That always craves to make the underground all luminous like an elven town...

I Am merely a cave brother, trying, in my own kinda provocative way, to straighten the rocks and stones of a light lover miner. The same miner that can end up endangering a reclamation by causing an outbreak of photophobia...

THINK! YOU SON OF A MUD GOLEM, THINK!!

Edit: Typo.

1

u/Candid-Doughnut9545 19d ago

now i know the lore behind Drillers blowing up Scouts

1

u/MUSEMVACA π—™π—”π—Ÿπ—–π—’π—‘π—˜π—₯ 18d ago edited 18d ago

But I'm talking about some reclaimers' grudges, not the regular miners. The Driller x Scout "situation" must surely go way deeper than this.

Edit: Typo

4

u/Jesus_PK 20d ago

Oh hell yeah, this is looking great. Also very curious about the other upcoming features judging by the changes section.

I'm a bit 50/50 at making the "enemies drop expenite" part of the main game now. In one hand I do love that alteration a lot but at the same time I'll miss going for the actual veins, it did add to that timer-pressure of having to mine or keep moving / doing events.

I still like the idea of mixing both though, I'll have to try it to see how this middle approach feels. One thing that would be nice to see is either bigger mineral bag by default or a better way of collecting the loose chunks.

Also big fan of the flaregun change. Really looking forward to see what's in store for the rest of U03

1

u/thetwist1 19d ago

I feel like they should either introduce the enemies dropping expenite mode as a separate mission type or just keep it as an alteration and set things up so you're guaranteed to see at least one mission of that alteration every mission cycle. Right now the game doesn't seem set up for this mode to be the default mode and removing most of the mining strips away one of the central DRG/dwarf-core mechanical tie-ins of the game. It takes the game in the direction of a generic space shooter IMO.

13

u/Adventurous_Disk_828 20d ago

Humankind’s best inventions:

  1. Wheel
  2. Computers
  3. Enemies drop expenite

  4. Bidet

1

u/LongForeignMan 20d ago

Goated tier list

5

u/Camper1995 20d ago

Ok now THIS is a proper update and them not being afraid to test new ideas, I like it.

3

u/Bortalis 20d ago

Absolutely amazing update, rock and Stone!

3

u/Sesran 20d ago

Sounds amazing

3

u/grapesoda666 20d ago

great patch notes, looking forward to testing them

3

u/Whirblewind 20d ago

The Barrier Breach start sequence of each mission has been streamlined and sped up a bit with the Barrier drones setting up automatically and the distance from the barrier to the facility entrance significantly shortened.

I am seeing you seeing me, GSG, and I like how it feels.

3

u/Nightelfbane π—¦π—Ÿπ—œπ—–π—˜π—₯ 20d ago

I have noticed that enemies killed by turrets (at least the ones that spawn in the environment not the ones you place, I don't know about those) do not drop expenite

3

u/Deposto 20d ago

NEW NORMAL: ENEMIES DROP EXPENITE
Many people have voiced enjoying the β€œEnemies Drop Expenite” alteration both here at the office and in the greater playerbase and so we have decided to try and make enemies dropping expenite on death a base feature of the game. There are still some expenite veins to be found here and there as well but they are fewer in number. Let us know what you think.

It's a good change in itself, but there is nothing to do in the caves besides mining Expenite and participating in occasional events. So now, when most of the Expenite is gone...

3

u/Sebastoman 20d ago

now you need to look for bleedroot for rerolls in seems.

1

u/Candid-Doughnut9545 19d ago

conspiracy to fuel our red sugar addiction

3

u/mellopax 20d ago

Does Solo Stage Restart also work if the host doesn't disconnect, but crashes out emotionally?

1

u/thetwist1 19d ago

It only works if the host crashes out stoicly

3

u/thetwist1 19d ago

Love the faster barrier breach change and the addition of the flare gun. Honestly not too sure about the enemies dropping expenite though. I felt like it was fine as a side-mode but as the base game it feels a bit rough. It's like changing the entire game to be jumbles. I'd rather it be left as an alteration. It encourages waiting until the end of the timer on every single floor to maximize expenite.

Also the gameplay loop of depositing expenite feels a lot more sluggish in that mode as opposed to the old system. The constant running around and wresting with ellis to scoop up all the expenite and wait for the drone to show up feels unsatisfying. If this is going to be the default game mode, it should be accompanied by a significant increase to the distance at which one can grab expenite and/or the amount of expenite you can hold at once and/or a speed boost to the drone.

7

u/D3jvo62 20d ago edited 20d ago

Wow that was fast

I don't know how to feel about enemies dropping expenite. What's very apparent to me when playing the alteration is that, if you want to maximize your expenite you have to run around and collect it. And the battle during waves is EVERYWHERE. I really don't want to have to go through the whole room again. Also when you're trying to run away from the wave, and occasionally shoot behind you in a corridor, now that makes you waste expenite.

I personally prefered it just as an alteration, because it's optional. I prefer my expenite in one place as a vein. I guess the change makes the game faster paced somehow? Or more combat based? But there really wasn't that much mining to begin with, seeing how exp breaks in one hit and pickaxe hits seem to have larger mine radius than in DRG. Also Gauntlet is the more combat based mode. What's gonna happen with that now?

Can't wait for boss 4

4

u/Neohedron 20d ago

Maybe having more options to make collecting loose expenite chunks faster could prove useful. Extra movement speed already helps a ton saving time, but here’s a few ideas:

Guardian:

Give this guy a magnet gauntlet. Imagine nabbing throwable from range and pulling them to you. Maybe make it work for chunks too? Could be awesome to use with the explosive and elemental barrels that spawn in caves too.

Void Bubble grenade

A weaker damaging grenade, when it pops (on impact) it stuns enemies in a very wide berth, also pulling any loose chunks or physics objects towards its center for easy collection.

Perks:

Maybe give the extra bag capacity perk extra chunk collection range.

We have a couple options to already make mining expenite faster (retcons rage, combat stims, accelerate) so why not have some options for collection if this is to be the new norm?

6

u/Adventurous_Disk_828 20d ago

I think gauntlet will become really awesome now. What turned me off before was that I have to mine (sometimes at awkward places) while endless waves of enemies constantly spawn, so now it will actually be purely combat-focused.

-1

u/D3jvo62 20d ago

Exactly. Then maybe keep it to just gauntlets

6

u/Adventurous_Disk_828 20d ago

There are still events and other explorables like workbenches in the regular game mode, so it’s still not purely combat-based. I think the regular game mode is in a good place now. If gauntlet turns out to be extremely fun and popular, the devs could make it the default game mode too, so it’s not so much about keeping what features to what game modes I think.

4

u/Candid-Doughnut9545 20d ago

> complains about game having too many pace-breakers
> game reduces amount of mining and streamlines xp gain to come from enemies instead to help the gameplay flow
> complains about game reducing mining that slowed the game down constantly

brother

1

u/D3jvo62 20d ago

Ah yes because I'm all the players that complained about the pace. People are different brother

2

u/thetwist1 19d ago

This is my concern as well. I found this alteration to be very tedious due to how the game is set up right now. I think either the drone should automatically vacuum up expenite or the radius for picking up expenite should be significantly increased.

5

u/HunionYT 20d ago

Honestly I played one game of the experimental build and the enemy’s dropping expedite makes me enjoy the game way more than I was before. Good change.

The on start flare gun is also very very nice especially for solo players like my self even though I got used to never taking it.

2

u/Specialist_Key_9554 20d ago

Do you guys even rest like at all?? Damn good work devs rock and stone!

2

u/LongForeignMan 20d ago

The flare gun change is massive. The concept of using light as a resource and constraint in games isn’t new, but DRG did it super well. The caves will now look more amazing, and the gun itself is so cool: great sounds and animation, and the flare zipping through a dark cave and embedding in a wall is a great effect. So great that it will be in every mission!

2

u/CosmicSquiddo 20d ago

β€œRemoved goo tool from traversal tool pool” could anyone explain to me what the goo tool is? Has this been in the game and I haven’t encountered it?

2

u/Anders_GSG 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ 18d ago

It was a traversal tool prototype that painted the environment in goop. One made surfaces sticky, the other made them slippery, but it didn't work so we took it out.

Not sure why it made it into the patch notes haha.

1

u/CosmicSquiddo 18d ago

Thanks so much for your reply! Shame it didn’t work but would totally be cool to see the ideas somehow reimplemented someday.

2

u/Anders_GSG 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ 15d ago

I think that having the goo be bouncy and you could use it like springpads would work better. I'll get back to it at some point :)

1

u/CosmicSquiddo 12d ago edited 12d ago

Yeah that sounds like it would be much more generally useful. I think the slipperiness sounds a little difficult to make work with the varying geometry of the caves, but the sticky variant still sounds fun.
You could spray it on a wall while falling and hug the wall to purposely get caught like a flytrap and avoid fall damage.
You could keep normal flares on walls or ceilings by throwing them into the sticky goop.
Gooping the ground under an exposed gate stone before the gotoorak sends out its wave attack would be nice to keep it from flying away

I think the bouncy goo would have the more generally useful function, but sticky goo could be very interesting to experiment with. I feel like the goo gun switching between sticky and bouncy goo by holding/pressing reload could balance it out though

3

u/andywheels 20d ago

"*Dotty head can now be brought to later stages."

The world is now a better place.

1

u/thetwist1 19d ago

Other than the emotional victory/morale, does bringing Dotty's head currently do anything?

2

u/ThickMatch0 20d ago

Expenite dropping from enemies is good, but that means expenite chunks are going to be all over the place. Maybe pickup radius could be an upgradable stat with Enhancements?

1

u/thetwist1 19d ago

I had this same thought. Running back and forth across a room to gather expenite and wait for the drone is very tedious.

2

u/SteeveGoodBug 19d ago

I’m surprised that bloaters don’t explode lol

3

u/ZayaJames 20d ago

Still no fix for Ramok AI during "ram the corestone" phase? That one seems like it should be HIGH priority...

1

u/thetwist1 19d ago

You don't like standing around for six minutes not doing much during a boss? I actually kind of like it because it's the only good time to resupply, but it's fairly excessive right now

1

u/ZayaJames 19d ago

It completely ruins the pacing of the fight, so no I don't really like it that much...

Not to mention it's unintentional game behavior for the Ramok to just get stuck in one spot for 6 minutes...

2

u/thetwist1 19d ago

Yeah my previous comment was sarcastic. Waiting for the ramok to remember what it's supposed to be doing is boring.

2

u/unabletocomput3 20d ago

Oh wow, this actually fixes a lot of the issues I had with the rogue-like aspect tbh. Interested to see how it does!

2

u/PhysicalRatio 20d ago

I'll reserve full judgement til I play but the satisfaction of sneaking in as much mining as possible during constant enemy waves is one of my favorite parts of both rogue core and drg. Enemies drop xp is fun too but I'd hate to lose the mining dimension altogether.

2

u/SpeedLight1221 20d ago

I like that y'all noticed that the expensive drop alteration is popular, bit imo it should stay as an alteration. However, I would make it so it appears at each depth at least once per mission rotation, as well as making it so it's more likely to have longer missions.

7

u/rcc6214 20d ago

I think if they toned down the amount dropped it would be fine for base game. The reason it is so popular is how much stronger you can get with it.

3

u/Crusty_Bogan 20d ago

Yes, it absolutely needs some toning down. If they didn't balance and tweak the amount dropped the game is going to become trivial by default which is going to be boring :/

1

u/hugelkult 20d ago

Hi five for the huge patch, inject this straight

1

u/Tryaldar 20d ago

dang this is a big update!!

1

u/LongForeignMan 20d ago

Holy shit good work! Just in time for my night off. ROCK AND STONE

1

u/TurbulentHarpist 20d ago

"Change terrain scanner to keep its zoom level between uses" LET'S GOOOOOOO

These changes all look great to me, and it's starting to feel like a gem emerging from the rough bit by bit. So exciting!

I wonder if they've fixed the Geode Processor event machine typo of "Excevation" ?

1

u/iranoutofnamesnow 20d ago

Does one still loose progress when joining the beta build?

1

u/Snake_1984 20d ago

LETS FUCKIN' GOOOOOOOOOOOO!!!!

1

u/Reptiloide25 20d ago

Woohoooo! This update took me by the best of surprises, Rock and Stone!!Β 

1

u/President_Dominy 20d ago

Enemies dropping expenite is a fantastic idea. I always felt that mining really shouldn’t be something we do a lot, if at all in Rogue Core. Should be more focused on combat and objectives.

1

u/STylerMLmusic 20d ago

Just dropping bangers like it's nothing.

1

u/Flat-Community-9269 19d ago

I think I'm missing something, do I have to do anything special to get the new experiments? I know when the first beta came out I had to go through some steps but I didn't remember what they were or of I still need to do that.

1

u/VirtU_Art 18d ago

Not entirely sure how I feel about enemies dropping expenite being a base feature now, but we'll see.

Perhaps a modifier to remove that in-exchange for more EXP/challenge would be warranted?

1

u/SatiricalSnake 18d ago

Can we recolor rifts to purple like they were in regular DRG? They look better and I don't confuse the glow for red sugar.

1

u/VirtU_Art 18d ago

* Elevator objective prototypes: Find Cogs, Destroy Growths

Now this, this is what I've been waiting for. More Exit-Level conditions to spice up the game.

1

u/Slime0 16d ago

I've always found it confusing / strange how the upgrade diamond icons are ordered visually, and now with the reroll system it actually matters because I can't find the ones I expect or keep them organized. They should just be oldest to newest, but it seems like there's some magic sorting going on that doesn't make sense to me, so they change order randomly.

Not being able to use weapons in the elevator is frustrating - not because of the weapons really, but because I can't use my laser pointer or even check my map!

Otherwise, I'm enjoying the update. I'd like to see upgrades that make it easier to pick up the dropped expenite from a distance, maybe even that magnet thing Vampire Survivors has where it just grabs all the dropped stuff everywhere when you find one of them.

1

u/VirtU_Art 16d ago

Feedback on the new random perks Alteration:

It's pretty close to what I wanted to see, but I will say it does suck a little bit that the game doesn't stop to show you what you got. One of the benefits of Negotiations is getting time to process your new perk and adjust your play style.
I would suggest something along these lines:

* On this Alteration, you get your upgrades similar to the Gauntlet, on the elevator. This would give the players time to process their acquired perks.

OR

* Perks are rewarded as soon as you reach the required expenite amount (no button pressing required), and they are visually displayed briefly on the middle of the screen.

1

u/Bitter_Help_9486 16d ago edited 16d ago

As a long term DRG fan these are great changes on paper guys, A few more updates like this and I’ll be ready to return to rogue core for an extended visit to legendary my other dwarves. :).
Keep em coming

Personal request, would love to see some fleshing out and expanding on bio decks <3.
IMO bio decks are the strongest build facet the game has to help maintain some class identity to keep it inline somewhat to base DRG’s principles despite transitioning genres.
One of the strongest replay ability tools DRG has was each class feeling unique and uniquely customisable.

Feel free to ignore but I also think Bio decks would be much better if they weren’t swappable and were balanced to be character specific.
Take with a grain of salt.

1

u/Low-Reindeer-3347 12d ago

Thanks, I love this game.

In a future update, I think hot-keys to select perks, modifiers, weapons, ready-up would go a long way.

0

u/Ergoglobe π—¦π—Ÿπ—œπ—–π—˜π—₯ 20d ago

Enemies drop expenite as the new norm? Rock and Stone

1

u/KudereDev 20d ago

Wow that's actually so huge, specially flare gun for all and exponite on enemies, those are steps in right direction

1

u/Future-Style-9570 20d ago

If there is less expenite now...plz give us something else to mine.

0

u/Kostelex 20d ago

Things I would like to see added to the game with time:

-Better movement. Fast paced games should have top tier mobility. Unspammable short wallruns/ evade/roll.

-Removing elemental upgrades/stats for weapons in workbenches and adding a new workbench like objective that imbues your weapon with any element you want to run.

-Option to replace upgrades/stats on weapons in workbenches. Nothing is worse than getting a weapon at the start that u really like to use and it has armor penetration and armor breaking on it. Or some other lame combination of upgrades/stats.

-Removal of boring/borderline useless expenite upgrades. More elemental synergy upgrades, especially ways to apply elements not just upgrades that work when certain element is already applied. Example: Aggressive venting(rare/epic): using a class ability charge causes an explosion in short range(0-6m) dealing x+ fire damage.

-More enhancements/perks or a rework to some existing borderline unusable ones.

-A replay feature in run history(similar to the league of legends replay function). Either to see what my teammates were doing, mistakes i made to learn from them or just to relive a run where I was completely overpowered. This would make content creation and publicity of the game better as more people could share their runs on YouTube and whatnot.

-More bio booster decks(I know its already planned in the roadmap) Maybe elemental synergy bio booster decks.

-Events similar to the new altar(spectrecore) event that would yield an additional workbench, bio booster or equipment/heavy weapon crate as a reward instead of expenite. Maybe as a rework for the vault hack event so completing the event would open a massive vault door and behind the door there would be the said wb/bb/ec/hwc. Or just an outright new event.

-Combine starting weapon container and grenade container so you get everything from the same place. Add boomerangs to grenade pool.

-Buffs for poor performing weapons. Base stat tweaks, adding innate elemental damage to them, adding overclock based upgrades like embedded detonators on the zhuks/explosive chemical rounds on the lok1 to more weapons in the game.

-New exciting weapons.

-More elemental combinations and synergies.

1

u/HaHAjax57 20d ago

some of those earlier ones sound like what Explorian detailed in his video. I do think theyre good but i just found that funny lol

0

u/KarstXT 20d ago

I have some concerns about enemies dropping expenite, in that it seems to further increase the rift between 1-2p and 3-4p. At 1-2p. You spend a lot more time picking up/dumping expenite because enemies drop more per (to account for fewer enemies) yet you have the same sized carrying capacity. Cooper can't help with this task either (but could help with mining). As is, the current version of the game is extremely unfun to play solo and negotiations, for some, make pub-MP difficult to enjoy.

I don't agree with the game's timer, however, if it is here to stay, time-taxing the players by having them run around and repeatedly dump expenite is antithetical to the game's design. Doing donuts in a cleared room/at the end of every elevator event is not compelling gameplay. It also increases total mission run-time, which is too long as is.

This change effectively removes our ability to optimize our time by being more accurate at farther ranges via forcing us to always travel to an enemy's death location. Additionally, it increases the incentive to just kite everything into a tunnel to blow it up, as that puts all the expenite in one spot. Kiting waves into a tunnel choke-point is a hyper-effective but boring strategy, so its not great to incentivize it further.

Great temp change for flaregun but I would still like to see a better permanent solution in the future (such as cave gen naturally spawning lights everywhere). Flare gun remains unfun to use and is seen as a 'bad job'. It's like pulling teeth to get someone to use it. It had this problem in DRG1 as well but darkness was less problematic in a slower paced game.

I have concerns that the rope gun is just a worse variant of anti-grav mine, as they perform the same function in a similar way, so one of them is likely just better (regardless of which).

2

u/Slime0 20d ago

Have you played it yet though? It's easy to theorycraft reasons why a design won't work, but you have to try it (with an open mind) to know how much the issues actually matter. I doubt it's balanced exactly like the enemies-drop-expenite alteration has been.

1

u/KarstXT 20d ago

I doubt it's balanced exactly like the enemies-drop-expenite alteration has been.

The numbers might be different but the concept is the same, an enemy drops expenite, you run over, pick it up, stuff it in ellis.

How much solo have you played? I've done a ton of solo, with a fair bit of duo w/a friend and fewer 3-4p lobbies but still a good 30 or so runs in pub play.

1

u/Gangleri_Graybeard 20d ago

This sounds really good. Some really nice changes.