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Relic-K

PLAY THIS MOD


Maintained by ATrankAmbo
Last updated 15 days ago
Created 21 days ago
download JSON metadata of RelicK
Relic-K Roguelike mechanics for Zero-K

Relic-K adds permanent, stacking relics to a normal Zero-K match.

The first choice appears after **30 seconds**, followed by another choice every **3 minutes**. Each round offers three different random relics, and previously selected relics may appear again.Duplicate relics stack.


How choices work

- Select one of three offered relics.
- Relics remain active for the rest of the match.
- Relic picks do not time out.
- If another round arrives while one is pending, it waits in the queue.
- Rerolling costs **one reroll** and replaces all three offers.
- Skipping gives your team **three rerolls**, but no relic.
- AI teams immediately pick a random relic after extensive strategic consideration.

The default timing and reroll values can be changed through the lobby options.


Teams and commshare

Relics and rerolls belong to an **engine team**.

In a normal game, each player usually has their own relic collection. A commshared team shares one collection, and the current engine-team leader controls its choices, skips, and rerolls.


Interface

The movable launcher shows a countdown until the next scheduled offer. Click it to open the Relic-K window.

The window displays:

- current relic offers;
- available rerolls;
- accumulated relics and stack counts;
- combined effects and modifiers;
- selection history and relic details.


Commands

- `/relics` — open or close the Relic-K window
- `/relictoggle` — hide or show the launcher
- `/relicreset` — reset both UI positions
- `/relicresettoggle` — reset only the launcher
- `/relicresetwindow` — reset only the main window

How to play
Enter in the lobby chat: "!game relic" to activate the mod.


Preview
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Can you please an option to make it able for all players to get the same set of cards each time a relic is granted so pvp games with this mod aren't as rng and more strategic.
+1 / -0

20 days ago
It would be the same thing in 1v1. If your first card dramatically increases the speed of your units and my options are commander and shield related stuff I can't really do anything.
+1 / -0
My sugestions:

- remove the 30 sec. timer from the start or let us pick the first relic on pre-game, that would give a better view of options, as at the current mark its common for scouting to arrive in tandem
- if possible, a small dictionary at the side of the screen with the definition of attributes, I saw a lot of people questioning what certain attribute does, and myself got surprised that speed didnt include turret speed (so my minos went turbo fast and waited 1 sec. for the turret to be in place)
- I know its early beta, but if possible, tint the relics in colors so we can differentiate faster
+0 / -0

18 days ago
There's settings integrated with the zk battle room options menu, look for the Relic-K tab, you can set "initial offer timer" and the timer between relic offerings. I agree that a smaller time to first offer is more fun, I like picking a relic before fac plop.
+2 / -0
Relic-K Roguelike mechanics for Zero-K

Relic-K adds permanent, stacking relics to a normal Zero-K match.

The first choice appears after **30 seconds**, followed by another choice every **3 minutes**. Each round offers three different random relics, and previously selected relics may appear again.Duplicate relics stack.


How choices work

- Select one of three offered relics.
- Relics remain active for the rest of the match.
- Relic picks do not time out.
- If another round arrives while one is pending, it waits in the queue.
- Rerolling costs **one reroll** and replaces all three offers.
- Skipping gives your team **three rerolls**, but no relic.
- AI teams immediately pick a random relic after extensive strategic consideration.

The default timing and reroll values can be changed through the lobby options.


Teams and commshare

Relics and rerolls belong to an **engine team**.

In a normal game, each player usually has their own relic collection. A commshared team shares one collection, and the current engine-team leader controls its choices, skips, and rerolls.


Interface

The movable launcher shows a countdown until the next scheduled offer. Click it to open the Relic-K window.

The window displays:

- current relic offers;
- available rerolls;
- accumulated relics and stack counts;
- combined effects and modifiers;
- selection history and relic details.


Commands

- `/relics` — open or close the Relic-K window
- `/relictoggle` — hide or show the launcher
- `/relicreset` — reset both UI positions
- `/relicresettoggle` — reset only the launcher
- `/relicresetwindow` — reset only the main window

How to play
Enter in the lobby chat: "!game relic" to activate the mod.
+2 / -0
15 days ago
I think it is considerable to give some (configurable) rerolls per relics offered.

It is necessary to consider shield stats when modifing hp. e.g. Shieldbots with the -50% cost -50% hp relic results in heavily buffed shields (x2 shield/cost). You can consider using shield_merge (at experimental) = share (Impact sharing) as default (and maybe nerf shield cap) to solve penetrate problem.

Also damage buff on felon dont increase shield drain, making damage buff very strong for felon. (while shield regen buff for aegis/aspis increases energy cost as well)
+0 / -0
15 days ago
When buffs multiplies, it is more clearly to show "x1.5" instead of "+50%".

A bit weird way to combine effects is to add buffs and multiply nerfs:

(1 + sum buffs) * mul nerfs

(I just selected double glass cannon and all my units became 1 hp and killed by random aoe instantly)

+0 / -0
Interesting mode. I think some pictures for the relics would go a long way. It's more than just a visual thing, the relics sort of blurred together for me after I played a few games, so pictures could really help with learning them. I sorted relics into three categories.
  • The one that halves BP but gives a lot of health.
  • Relics that give a smattering of stats that involve bonus range, maybe with a small downside.
  • Relics that don't give range, which I take when there is no range relic.

Range feels very powerful, to the point that the few small games I played seemed to revolve around Recluse and insane counters to Recluse (mostly multi-lobbed Scallop). Maybe there should be some very enticing relics that come with the downside of reduced range, such as significant speed or health boosts.

Also ATrankAmbo your first post in the thread is the description of the mod. Usually this would be the OP, but apparently it takes your first post. You might want to edit your post with more information.
+1 / -0
15 days ago
[moved comment]
USrankDarkBlueDiamond, Good Idea, Added!
CArankGalamesh, i dont understand, but you can change the stenght of the modifiers in the settings.
BRrankDiplomatadoCaos, i reduced the limit from 5 to 1 second in the settings, so first relic choice starts at second 1, if you want. I also added a guide, explaining the attributes. And, im not what you mean with tint the relics, so its easier to differate.
USrankAdminSteel_Blue, That right, there are a lot of settings to customize. And now its even possible to add, remove or edit relics via a b64 string in the settings!
+1 / -0
15 days ago
i merged relick and ultimate ai so they work well together is that ok?

i have a request.. caould you add a mod option to disable ai getting the buffs?
+0 / -0
15 days ago
CNrankXNTWASD, rerolls per X choices sound like a good idea, im gonna add it! I also nerf class cannon with -33% maximum shield. shield_merge can be set on or off per game in the lobby settings. i might toggle it on on default for this json. Also damage buff on felon increase shield drain now, thanks for the hint!
I did set the modifier to stack additive on default, as multiplicative buffs quickly did go out of hand. but additive stacking for reductions is stronger then multiplicative! that is something i diddnt intent, so i gonna change it back to multiplicative. in no version, buffs where additive and nerfs where multiplicative, that might just feel that way, as it is non-linear
( Reload speed: 0.80×
Reload duration: 1 / 0.80 = 1.25×)
With more stacks, the difference grows:

┌─────────────┬──────────┬────────────────┐
│ −10% stacks │ Additive │ Multiplicative │
├─────────────┼──────────┼────────────────┤
│ 1 │ 0.90× │ 0.90× │
├─────────────┼──────────┼────────────────┤
│ 2 │ 0.80× │ 0.81× │
├─────────────┼──────────┼────────────────┤
│ 5 │ 0.50× │ 0.59049× │
├─────────────┼──────────┼────────────────┤
│ 10 │ 0.00× │ 0.34868× │
├─────────────┼──────────┼────────────────┤
│ 20 │ −1.00× │ 0.12158× │
└─────────────┴──────────┴────────────────┘

So changing nerfs to multiplicative will make it actually better. i will change this.

AUrankAdminGoogleFrog, pictures would definitly help, but maybe not if i draw them :D
Im still working on the balancing, but i have added a lot of settings, so player can tune the balancing themslef. Range seems very strong indeed. I add two new relics, that cost range, and each provide hp or speed.
“The long-range optics were more useful after being welded to the hull.”

And thanks for the first-thread-info! I edited it.
+1 / -0
15 days ago
AUrankSmokeDragon merging/combining is completly fine. I also added the option to turn off relics for ai.
+2 / -0
i renamed my mod but until you release a new version the lobbies are not selecting relick
!game relic selects my old relick + ult ai version im sorry for this i didn’t think it would do this
+0 / -0
7 days ago
Have you changed wreck's value by their cost? x25% cost puppy can goo infinitely.
+1 / -0
7 days ago
CNrankXNTWASD, Good catch!
+0 / -0