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RogueGolf

A roguelike mode with 65 modifiers, between-hole voting, stacking effects and configurable rules. All players need the mod.

Date uploaded 2 weeks ago
Version 0.16.2
Download link Techn0m4ncer-RogueGolf-0.16.2.zip
Downloads 21
Dependency string Techn0m4ncer-RogueGolf-0.16.2

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305

README

RogueGolf

A roguelike mode for Super Battle Golf. Start with a normal hole, then vote on modifiers between holes to change the rest of the course. Effects can stack for the run or last for a single hole, depending on your settings.

Features

  • 65 modifiers affecting ball physics, knockback, items, traffic and more.
  • Vote, Random and Hybrid selection, with optional Boss modifiers and skips.
  • Random tie-breaking between tied choices.
  • Compact conditions HUD, circular cycle timer and highlights when values change.
  • Effect icons with rarity marks and increase/decrease badges.
  • Active-effect details in the pause menu and a summary at the end of the run.

Installation

Install RogueGolf through your Thunderstore-compatible mod manager. BepInExPack is required and installs as a dependency. Launch the game using Modded, then host a private Steam lobby.

Every player needs the same RogueGolf version. Close the game before updating. To uninstall, disable or remove RogueGolf in your mod manager.

Configuration

The host can open Match Setup → RogueGolf to adjust selection mode, effect persistence, skips, Boss frequency, voting timers, rarity weights and individual modifier weights. A weight of 0 excludes that choice.

Settings apply to the next course. Disabling RogueGolf also ends the current run.

For individual modifier values and advanced settings, close the game and edit BepInEx/config/technomancer.roguegolf.cfg in your mod-manager profile. This file is created on first launch.

Controls

Control Action
Escape View active effects and run status
F6 (host, console open) Open modifier testing menu
1–6 Vote for a displayed choice
F7 / controller Y Open RogueGolf setup in Match Setup, or focus the pause pane
Arrows / D-pad, Enter / A Navigate and select
Escape / B Leave RogueGolf navigation
Q / E Change panel pages
F8 (host) Toggle RogueGolf
F9 Dismiss the run summary

Mouse controls are supported. Use Minimize to collapse the pause pane.

Testing modifiers

Enable the game's Console Commands rule in a private lobby, open the native console, then press F6 in the driving range or during a hole. Browse all modifiers, apply one effect or a compatible stack, clear effects and trigger cycles. Changes affect everyone. Applying a stack restarts its durations, cycles and starting items. Traffic effects need a course with traffic. Escape returns to the console. Change the key with Diagnostics.TestingMenuKey in the config file. Driving-range test effects clear automatically when a course starts.

Spawn dummy / Reset dummy / Remove dummy control one Training Golfer in a solo host session. It uses native player physics, cosmetics, hit reactions and knockout recovery. Close the console, aim the shot line through it and swing. It stands still, has no ball and cannot ride carts. It clears when the hole/test context ends or another player joins. Remote-client testing still needs a friend.

Thunder nearby / Thunder here test one vanilla storm; Stop thunder cancels it. Law of Zeus is a one-hole Boss: repeated storms target greens, players, balls, item points and fairway routes, capped at seven. Host timing, cap and area weights are configurable in [LawOfZeus]; individual bolts retain vanilla behavior.

Compatibility and support

For Windows/Steam; tested against game version 1.2.2-657. This is a testing release: multiplayer and balance testing are ongoing, and other gameplay mods may conflict. Menu-transition errors remain under investigation.

Report an issue with your mod version, reproduction steps and the affected profiles' BepInEx/LogOutput.log.

By Techn0m4ncer, with OpenAI Codex assistance. Built on BepInEx and Harmony. MIT licensed. Unofficial mod; not affiliated with the game's developers.

CHANGELOG

1.0.0

  • First 1.0 upload package: 66 modifiers, adaptive rarity progression and Standard short-course selection density, with sequential votes and round-based Boss cadence.
  • Canonical defaults/reset, notebook host settings, authored How it works page and first-view tutorial attention. Four optional Custom Items remain OFF by default.
  • Preserve the author's revised README and three approved native screenshot links.
  • All players must use 1.0.0. Protocol remains 9; this packaging/version update changes no gameplay or configuration defaults.

0.21.3

  • Add native Boss vote, twelve-effect chaos and Run Settings screenshots to the README, hosted in the separate image-only public repository.

  • Replace How it works with the exact authored copy, bold emphasis, spaced sections, standardized header and Techn0m4ncer signoff.

  • First-view tutorial attention: smooth 0.7-second pulse every five unscaled seconds, up to 1.04 scale, question-mark wobble and three gold accents.

  • Opening the page saves local Interface/SeenTutorial and stops attention for future sessions. Gameplay reset preserves it; no networking/gameplay change.

0.21.2

  • Use direct transparent crops of the approved Run/Skips/Bosses heading artwork and the four rarity flags / Boss crown, embedded in the ordinary plugin DLL.
  • Fix smaller heading font selection; preserve painted shading and silhouettes instead of vector approximations. Defaults, gameplay and protocol unchanged.
  • Build/tests/resource checks pass. Native acceptance of this revision is pending.

0.21.1

  • Setup follows the notebook mockups: binder loops, joined tabs, illustrated section headers, compact descriptions, white-knob switches and page dots.
  • Run / Skips / Bosses share the first of three Run Settings pages.
  • Rarity cards use green/blue/purple/coral tier dots and rounded composition bars.
  • Drawn control glyphs fix missing symbols in small weight buttons; focus uses an outline that preserves toggle state colors. Defaults and protocol unchanged.
  • Automated checks pass; native visual/controller acceptance remains pending.

0.21.0

  • Central shipped defaults drive clean installs and a confirmed next-course reset.
  • New defaults: four candidate cards; Early 55 Common / 40 Rare / 5 Legendary.
  • Existing saved values are retained. Reset restores all registered gameplay tuning/weights and sets optional Custom Items OFF without changing the captured run.
  • Semantic setup pages, On/Off toggles, enum arrows, contextual help, phase weight bars and opt-in How it works. Adaptive progression/density and Boss rounds unchanged.
  • Protocol 9 unchanged; all peers still need matching mod versions.

Changelog

0.20.0

  • Adaptive short-course selection floor, with canonical nine-hole 11-opportunity schedule.
  • Sequential ordinary votes, fresh eligibility after each choice, round-based Boss cadence.
  • Host density settings, pick-aware reveals/history, protocol 9 snapshots.
  • Standard / Single Pick / Custom controls; High reserved pending balance design.
  • Existing rarity weights, thresholds, skip budgets, timers and modifier values preserved.

0.19.0

  • Native solo-host percentage controls, 9/12/18-hole command-assisted progression, voting/skips/Boss cadence and cleanup validated. Two-client acceptance remains pending.
  • Adaptive course-length rarity progression uses discrete 25/50/75% thresholds while preserving the nine-hole curve and existing tier/card weights.
  • Match Setup shows percentages. Legacy default boundaries migrate adaptively; custom boundaries convert using a nine-hole reference, with original keys retained and explicit new settings preserved.
  • Boss cadence remains every fourth selection; density is unchanged. Snapshot protocol 8 requires matching clients.
  • Added course mapping, boundary, Boss, degenerate-length, migration/restart and host snapshot checks.

0.18.5

  • Correct held poses: blower grips its handle with the nozzle forward, protector sits dome-up, Capture Ball rests in the hand and Gravity Swapper grips its handle.
  • Per-item grip anchors and native tool/controller holding animations replace the shared sideways mount. Active blower visuals align to the synchronized force direction while keeping the handle at the hand socket.

0.18.4

  • Green Protector now encloses the green with a rounded cyan mosaic dome and matching two-way curved collision shell, including roof protection. The cup/ground remain open.
  • Preserves the three synchronized warning pulses, smooth expiry fade and owned cleanup. Added native side/roof and ball-bounce diagnostics.

0.18.3

  • Green Protector's deployed field has a cyan translucent surface with an original repeating gray/light-blue mosaic texture layer and cyan perimeter.
  • Three synchronized warning pulses start two seconds before expiry at half-second spacing, followed by a smooth final fade. Collision lifetime and two-way behavior are unchanged.

0.18.2

  • Smooth curved normals, higher radial resolution and selective rounded housings retain the native toon style and deliberate mechanical seams.
  • Red/white segmented Capture Ball, a more oblong blower casing, and a clear blue Green Protector snowglobe with a raised miniature green and red/white pin.
  • Matching 128px icons use interpolated mesh normals and transparent-glass compositing. Fixed overlapping bevel cuts on thin fittings.

0.18.1

  • Redesigned all four custom items around native SBG equipment: beveled colored casings, machined fittings, recessed details and original shaded model icons.
  • Opaque models use the native toon material settings; static details are combined by material to limit draw calls. Procedural assets require no external modelling tools.

0.18.0

  • Optional Custom Items default OFF: Leaf Blower, Green Protector, Capture Ball and Gravity Swapper, with original generated models/icons and host-controlled weights in Match Setup.
  • Source-owned shared gravity resolves modifier composition beneath temporary TOTAL overrides; expiry recomputes current state.
  • Native inventory/pickups, authenticated host item intents and replicated effects. Captures expire after 3.5 seconds; throwing an occupied ball outside native map bounds invokes a credited environmental kill.
  • Local host/training-golfer validation; matching-version remote-client and varied-map acceptance remain unverified. See repository docs/CUSTOM_ITEMS.md.

0.17.0

  • Added Dunk Golf, a one-hole Boss: the native green becomes a giant circular opening with an orange rim, shared gravity ×0.35, balls ×10 and a Rocket Driver supplied to each golfer.
  • Host scores descending balls through the opening using native hole completion; ordinary cup entry is disabled during this effect.
  • Geometry is restored on effect cleanup. The F6 menu supports testing in the driving range. All players need the same version.

0.16.2

  • Explosive Collisions player-hit blasts now affect only the hit recipient. Attacking golfers, homing balls and bystanders are excluded. This also applies to Nuclear Golf combat impacts.
  • Ball-to-player contacts no longer qualify as ball landing area blasts. Terrain landing and death explosions retain their existing behavior.

0.16.1

  • Voting now ends with a compact popup naming the chosen modifier, its icon and a next-hole countdown. Skips and empty selections have distinct messages.
  • Uses the existing RevealSeconds setting (three seconds by default).

0.16.0

  • Added a simulated Training Golfer to the F6 host testing menu: spawn, reset and remove one native golfer in a solo private range or playing hole.
  • Uses native hit physics, knockouts, grounding, recovery and cosmetics. No autonomous play, ball or vehicle occupancy.
  • Validated native item hits, a real mouse-controlled club swing, low-gravity explosive impacts and reset/removal locally. This does not replace remote-player testing.
  • Fixed an infinite native golf-cart exit RPC loop encountered during dummy knockouts. Normal player behavior is unchanged.
  • Training golfers are cleared when their testing context ends; joining another player removes the solo-only dummy. All players need matching mod versions.

0.15.1

  • Final shared gravity and combined ball gravity cannot fall below ×0.2, including stacks with Featherweight. The HUD shows combined ball gravity.
  • Fixed Unstable Reality's property/strength coupling: every property can now receive either low or high values.
  • Existing config inputs remain intact; the minimum applies after composition. All players need 0.15.1.

0.15.0

  • Heavy Ball and Featherweight now change ball-only gravity (defaults ×2 and ×0.5) instead of mass. Player gravity is unchanged.
  • Ball gravity multiplies shared gravity and preserves native surface-relative gravity. HUD and descriptions show the new channel.
  • Existing HeavyBall/Featherweight config values are retained as gravity factors. Other mass modifiers are unchanged. All players need 0.15.0.

0.14.3

  • Jumbo Burger now counts as a powerful item for Arms Race, Arsenal, Arsenal Apocalypse and Total War loadouts. Native pool exclusions and zero spawn weights remain respected.
  • All players need 0.14.3.

0.14.2

  • Removed all player landing/speed explosion triggers: Spring Boots, elephant-gun recoil, falls and low-gravity movement cannot trigger impact blasts.
  • Player impact blasts require incoming offensive item hits, another player's club/ball or swung object, or a native golf-cart/traffic knockout. Self-item and own-ball hits are excluded.
  • Fast ball landing blasts, source immunity and chain suppression remain. All players need 0.14.2.

0.14.1

  • Ball scale now refreshes when cosmetics load or change, including skinned meshes.
  • Player combat hits trigger host-owned explosions through native replicated hit handling; fast landings use synchronized movement state for both host and guests.
  • The triggering ball or player ignores its own impact blast. Other blast victims must settle before triggering another impact explosion, preventing low-gravity chains.
  • Existing blast cooldown, radius and per-hole limits remain in effect. All players need 0.14.1.

0.14.0

  • Added LAW OF ZEUS, a one-hole Boss: “The gods are displeased.”
  • Repeated vanilla storms target greens, players, balls, item points and fairway routes, with up to seven active storms and original lightning warnings.
  • Reusable host-only event scheduler, seeded targeting, spawn budgets and cleanup.
  • Host storm timing, cap and targeting weights configurable under LawOfZeus.
  • Catalogue now contains 65 modifiers. Matching 0.14.0 peers required (wire v7).
  • Test failures now exit with an error instead of an unhandled Windows dialog.
  • Local course testing passed; remote acceptance and the earlier range BUpdate issue remain open.

0.13.0

  • Host testing menu: Thunder nearby / Thunder here spawn one real vanilla storm; Stop thunder cancels that test storm and its pending strikes.
  • One test storm at a time. Test storms clear at hole/run changes and stack resets.
  • First step toward Law of Zeus. The Boss modifier is not enabled yet; remote single-storm validation comes before the repeating event framework.
  • All players need matching 0.13.0 builds.
  • Known proof-test issue: two native BUpdate index exceptions occurred during a range storm; course checks did not reproduce them. Investigation remains open.

0.12.1

  • Explosive Collisions and Nuclear Golf: fast ball landings still explode, but the landing ball is immune to its own blast, preventing self-propelled chains.
  • Other nearby targets retain normal blast effects. Ball wall/ceiling collisions no longer trigger these explosions; player impacts and death blasts are unchanged.

0.12.0

  • Compact translucent conditions HUD below the native top-left display, showing combined values and active restrictions instead of large modifier cards.
  • Circular cycle countdown and brief highlights when values change.
  • Attribute direction badges and rarity marks distinguish related effect icons.
  • Matching 0.12.0 peers required.

0.11.0

  • Host testing menu: open the native console and press F6 in a private driving range or during a course. Range effects clear when a course starts.
  • Browse all 64 modifiers, apply individual effects or compatible stacks, clear effects and trigger cycles. Changes synchronize to other players.
  • Requires the native Console Commands rule; key configurable under Diagnostics.
  • Matching 0.11.0 peers required.

0.10.2

  • Shortened the mod page to features, installation, configuration and controls.
  • No gameplay or balance changes. Matching 0.10.2 peers required.

0.10.1

  • User balance changes: timed factors x0.35/x2; Glass Cannon outgoing/incoming knockback x2; Golf Kart Warfare traffic x3; Friendly Fire Sale PvP knockback x2.5; Total War item uses x7.
  • One-time migration changes saved legacy defaults only; other custom tuning and Gravity Roulette presets remain unchanged.
  • Descriptions show configured reroll factors and Friendly Fire Sale's PvP scope. Its non-player-hit correction now matches the new default.
  • Matching 0.10.1 peers required; protocol remains 6.

0.10.0

  • Infinite Warfare defaults to x5 item uses. One-time migration changes the old saved x10 value to x5; other configured values are preserved.
  • Live cycle HUD shows current changing-rule factors, next-event descriptions, host-synchronized seconds remaining and a draining progress bar.
  • Ties always draw equally from tied leaders using OS cryptographic randomness with rejection sampling. Candidate seeds no longer reproduce live tie outcomes.
  • Host configuration moved to a RogueGolf submenu accessed inside Match Setup (button or F7/controller Y). Pause now focuses on effect/status inspection.
  • Protocol 6 synchronizes cycle deadlines. All peers must update to 0.10.0.
  • User reported a successful first remote test of the earlier build. This update still needs native UI and remote acceptance testing.

0.9.1

  • Reapply the latest remote effect snapshot after scene loading and Mirror scene readiness, refreshing ball leases and cup triggers without stacking factors.
  • Move the effects HUD to the bottom left, clear of the stroke counter.
  • Narrow and reposition the pause pane between the native controls and player list; keep its minimized Open button in the same central area.
  • Give voting/reveal a large countdown badge, with a final-five-second color change.
  • All players must update to 0.9.1. Remote acceptance remains pending.

0.9.0

  • First packaged testing release for Super Battle Golf.
  • Includes all 64 modifiers, progression policies, host weights, voting and summary.
  • Native-inspired scorecards, effect icons, details and a collapsible pause pane.
  • Matching 0.9.0 peers required; protocol remains version 5.
  • Remote multiplayer validation remains pending. See README for known limitations.