Alpha and the Epic Game Store
As with our previous games, we will be running an Alpha period in order to iron out the kinks. We have partnered with Epic to bring the Alpha of Griftlands to the Epic Game Store exclusively for one year, and will launch in Early Access on Steam next June.
I'm looking for a good game to scratch that Slay The Spire itch, I played Dicey Dungeons and the game has it's flaws (it gets very repetitive), but I enjoyed it.
I'm looking for a good game to scratch that Slay The Spire itch, I played Dicey Dungeons and the game has it's flaws (it gets very repetitive), but I enjoyed it.
I'm looking for a good game to scratch that Slay The Spire itch, I played Dicey Dungeons and the game has it's flaws (it gets very repetitive), but I enjoyed it.
It's pretty good. Lots of new stuff every run through.
I kinda bought it on a whim and kept exiting to the main menu when I lost because I did not know it was a rougelike lol.
Once I realized that, things flowed much better. Lots of possible builds that so far seems to only be doable based on the different choices / paths you take in a day.
Managed to beat Rook's run even with a very bad negotiation deck as I had gone for a snails build but got a 90% heads coin which kinda wrecked my composure builders.
My advise to keep eating / drinking whenever you're low because you don't know what might happen. And if an option to upgrade a card exists, go for a battle card. And try to fight more battles to level up cards.
All builds seem viable, but now that I've unlocked Prestige runs where enemies are now deadlier, I don't think the status (bleed, burn) decks will work, but we'll see.
It's a great deckbuilding rogue-like. Ended up buying it, as the git on RIN was not keeping the builds up-to-date. Keep in mind, if you play on the experimental branch your saves are kept separate from the stable branch. Also, the game doesn't support Steam Cloud Saving at the moment.
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
This update adds a Brawl mode for Rook. Once you've completed his story at prestige zero, you will be able to play accelerated runs working out of Hebbel's bar. We've also added some additional 'promoted' enemy variants that only come out at prestige one or higher. Also, Rook's parasite mechanic has gone through a bit of an overhaul. He gets infected a bit later, the cards upgrade a bit faster, and always get more powerful until they reach a useful end-stage form.
Our next major update will be on July 16th. If you'd like to follow along as we develop the content for that, check out the experimental build! New stuff will start showing up there next week (like this little guy!):
And of course, this build also includes a whole lot of bug fixes, balance changes, and UI improvements!
Spoiler:
Fix up low-res texture mode (there were some artifacts previously)
Making the Choose Cards From Hand panel become visible again when clicking anywhere on the screen if it's hidden. For people who don't see the button
Reduced pre-boss negotiation difficulty in the brawl from rank + 2 to rank + 1
Adding a gamepad hint to the quest option in Location Screens, so players see how to toggle between agents/convo easier
Hooked up the new Promoted Jakes Dockhand
Increased base defend on Boosted Surge by 1
Force Compression no longer makes 0 cost cards cost 1
Improve the flow of side_termination_of_command.lua when you meet the admiralty officer on the beach
Make ulcer, sick remove on rest
Bought pets have names
Fixed bug where Psimulacrum wasn't affecting Recall
Added tooltip for upgrading pets to explain that upgrading and training your pet are two different things
Fix a bug causing a small delay and superfluous sounds whenever discarding a card.
Lightning Rod now previews the Conductor card in its tooltip.
Memorization Implant no longer reduces the chosen duplicate card cost to 0.
Adjusted the xp required for some of Rooks negotiation cards. Some still had old values assigned to them.
Vantage: Should now correctly calculate card costs that have modifiers.
Secret Intel: Clearer argument text to indicate that you will gain the argument upon destroying it.
Set overlay mode to Conversation during LootScreen so you can also upgrade directly from the deck viewer UI.
Fixed bug where the admiralty character in event_sal_gets_an_envelope.lua wasn't killed correctly
Buff Carapace Fragment.
Capture Nadan: If the noodle chef dies before picking up the oshnu, Nadan hires someone new to deliver the oshnu, instead of crashing the game.
CRC-check data_scripts folder only.
Machines with 1080p monitors (or less) will load optimized textures to reduce memory overhead. These can also be loaded on any machine by selecting low level of detail in the options menu.
Disable startup data CRC checks, which were very slow on some machines.
added --ignore_gamepad command line option, for players with incompatible devices
You can now select, target, and play cards entirely with the keyboard (for accessibility).
Make the quit-to-menu language more explicit, to prevent save deletion confusion.
Add a "continue" button to the main menu, to get into the action faster.
Reworked slippery_plus2 to use Improvise+
Protect no longer affects targeting while the owner is stunned
Split data archive into smaller parts, so that patches can be smaller.
Specialty now shuffles your discard to your draw if your draw pile is empty
Clarified description of Segue
The Bandit Thief's Pin Down attack no longer pins a card if evaded
Multiple stacks of Viciousness will now increase its duration
Added HATED -> DISLIKED to the LIKE opinion delta
Foresight now gains 2 bonus resolve per stack
Fix for windows media keys being misinterpreted as game control.
Reversed order of effects on Twisted Roughneck for clarity
Fixed bug where Ricochet would not trigger if your attack killed the target and they only had 1 remaining ally
Preventing people from leaving the Deck Screen while it's animating out, which allowed them to remove as many cards as they wanted.
Ether Hook can no longer improvise upgrades in order to avoid seeing multiple upgrades of the same card
Ether Hook is now Improvise+
Fixed bug where bleed cards would deal damage to you after winning a battle if the enemy ran away
The Grout Boss treasure burrs no use DealCards() to give you your cards back to prevent losing cards when your hand is full
Fixed bug caused by Smith's Two Fisted graft
Vapor Vial now only affects cards until they are played
increase defense granted by shuffle step by 1
Remove some deterministic random usage when generating targets that was causing the same target to be picked across multiple cards. This isn't needed anymore because we generate and store secondary targets explicitly.
Nil-check a number of condition applications, fixing a crash if the original fighter died or if the stacks were modified to 0.
Fix crash when triggering Two Fisted.
Localize the CrashReporter text, add a link to the Klei support pages, and add some new art to hopefully smooth things over.
Clarified description of Lightning Rod
Fix speaker during picnic conversation with Kalandra.
Fix missing { spark_barons ? conditional when speaking with Kalandra causing the chinese dialog to be incorrect.
Clarified description of Deadlines
Added pool_cards to the auction's "Bid" card so you can see the options
Making Confirm-Selection the default setting in options. Reverting the Confirm-Selection requirement from the Card Shop, Card Draft, Pick Coin, Pick Graft and Pick Legacy screens
Adding a tooltip to confirmation buttons explaining they can be disabled in the settings
Localize relationship negotiation modifiers.
Updated Russian translation disclaimer text.
Fix localization of Pinned and High Value Target
When hovering through card upgrade options, the hovered card is brought to the front, so it's easier to read
Allowing the location info popup to be closed with Escape
Added scroll-wheel support to the Relationship Screen
Reworked how Evil Eye is handled. This mean it now gets spent by cards like Compliment since they get the damage increase
jakes_lottery.lua now only shows up if you can afford to gamble at least 50 shills
Fixed bug where cards that weren't unlockable were being shown as locked
Fixed description of Toolbox
Using Clean Slate or similar cards to remove (instead of destroy) FIGHT_ALLY_SCARE now removes the core arguments shield
Hooked up the new condition highlighting to the WANTED_DEAD and WANTED_ALIVE conditions
The Mech Survival event no longer occurs in Sal's brawl and is restricted to Rook's brawl
Sal no longer faces the automech boss
Changed the possible patrons in Rook's brawl to be from the Grout Bog
Rook now gets to recover some resources while camping
Pengemunt shows up at Rook's camp rather than at the bar
Localize instructional draft text when using Veteran, Charisma, or Toolbox mutators.
Fixed bug where changes from CALC_TARGET_MOD were not affecting the UI's auto-targeting for things like RANDOM1 and TEAM
Added a CanPlayCard to Screamer to ensure you don't play it with a full team
Stinging Eyes is now handled with a CALC_TARGET_MOD instead of manually setting target mods for cards
Fix possible crash filling out bartender chat options: nil-check 'who'
Supress "Not in hand" error messages when you try to play a card and combat is over.
Fix potential crash with attacking someone who has left the battlefield (specifically, if a Clerk Surrenders and is replaced by a Reinforcement while processing an AOE)
Make backspace work correctly when inputting Chinese text.
Skittish is now also triggered by allies fleeing
Clean Slate now also affects bounties.
Fixed bug where Two Fisted wasn't correctly registering the bottles added
Copy opponent intents array before playing opponent intents. This fixes a potential crash if an opponent intent caused removal of another intent, such as with the Drunk bounty.
Annihilation Cage now clears the sticky flags at the start of the enxt fighters turn to prevent confusion abou the sticky keyword
Forced Compression and Call To Rise can no longer affect cards with variable cost
Adding Space keybinding to end turn in combat and negotiation.
Fixed bug where Kashio's max health changing made it different than her holo clones
Localize agent name on the character progress tooltip in the New Game screen.
Reworked the handling of Burnout cards
Fixed crash caused by efficient_disposal_plus
Adding a confirmation stage to the Card Shop, Card Draft, Pick Coin, Pick Graft and Pick Legacy screens. For mouse mode
Adding a confirmation popup when leaving loot behind
Prevent crashing if img= text formatting is incorrect.
Fix img= format text for a few french UI strings.
Fix potential crash when replacing graft if offered a graft you already have.
The dodgy scavenger can now offer you replacement grafts.
Preventing the Enemy Reserves from getting hidden by the quests in combat. Hiding the quests button tooltip when the quests list is open.
Localize Whispered Rumors argument text.
Fix tutorial text not pulling the first character following the ** when being parsed.
Add new-line to TextNode missing image warning.
Fix potential GetAudioDevices crash if queryDriverInfo fails for a given index.
Localize objective text for Visit the Hesh Outpost.
Fix unlocalized portion of Hilt Bash card text.
Fix crash when destroying core argument with AOE at the end of side_termination_of_command.lua
Preventing the Outfits button from being locked when only one outfit is unlocked
Locked cards are no longer clickable
Localize Bargaining and Bad Credit graft names when showing up as a payment modifier.
Localize raider's Raid attack: X shills stolen!
Suppress secondary target validation for AOEs -- those should never retarget!
Fixed bug where Rentorian Battle Armor kept applying power every turn
Fixed bug where Spear Head wasn't removed at the end of your turn
Fixed bug where Spear Head affected counter attacks
Spear Head now increases in duration per stack
New chinese translation updates
Fix the spelling of the first word of the game (You're welecome!)
you get .5*SHILLS XP at the end of a run, not .01*SHILLS XP
Hiding the small cards in tooltips for CardArrangement cards in Small Screen mode
Fixed bug where the Grout Mine in the boss fight didn't have the grout burr condition on it
Fixed bug where Pale Fast Talk wasn't changing its cost outside of your hand
Spare Magazine now uses the Temp power keyword
Localize heckler argument description.
don't use ESC to cancel out of drafts
Localize Warp Vial effects.
Fix localization of Ammo, Shrooglet Frenzy, Maternal Instinct.
Use Localized card name when confirming card removal.
Fix localization of Acidic Slime.
Back Channel Negotiations: Localize return_to_giver objective text.
event_sal_expects_the_inquisition.lua now checks that you have at least twice the necessary shills as to be less punishing if you can only barely afford the tithe
Fixed bug where Vroc Plume and Targeting Core were not passing themselves as the source when applying conditions
Description of Efficient Disposal now updates to reflect multiple stacks increasing the damage, also fixed bug where it was scaling both number of targets AND damage
Fixed bug where Spear Head didn't work due to recent changes to when START_RESOLVE occurs
Hooked up the Promoted Bandit Thug
Added a "mute on lose focus" audio option
Adding UI scale support to the Credits Screen
Make the game work properly in really really wide resolutions (like 31:9)
Damage from Efficient Disposal now stacks.
Suppress fssh bonus on the very first playthrough.
Reworded Caprice to use "Hostility" and not "Hostile"
Hiding upgrade info on the Card Popup for cards that have an upgraded version, but don't upgrade themselves to it
Showing health-related keywords (panic and defend) and death-loot keywords on the Fighter Info popup. Also replaced the previous custom keywords block with the Keywords Widget
fix opponent team being weird and cloneful if you lose a negotiation and have to fight during handler_spree_prisoner_exchange.lua
Displaying the locked cards in the Compendium as locked
Plax nameplates now use the agent to localize the string correctly.
Fix formatting for CONVO.SAL_STORY_DAY_1.STATE_TALK.DIALOG_TALK_ABOUT_GIVERS
added flavor to all of Sal's negotiation cards
Update the font weight for chinese
Avoid hyperlinking locations with no description.
Fix infinite recursion parsing Charge tooltip text in German.
Core Collector: Localize the password options.
Core Collector: Localize turns for reinforcements message.
Fix being able to trash cards in combat, or in a card shop.
Suppress click sound & handler when mouse-clicking on a disabled card that is already sold.
Localize Evaded! popup text.
Update korean glyphs. Fix incorrect font title/body font for kr/jp.
Don't override upgraded item fields. Fixes Important Admiralty Intel being classified as Common rarity.
Unassign clue_1, clue_2 when activatin go_to_woods to avoid triggering failure if you kill the guilty_agent there.
Added missing upgrade text for Resolute Signet
Fade in game over screen. Fix janky screen flow when winning brawl.
Hack in a transition idle after playing negotiation winces.
award prestige levels for brawl wins
Added two new Smith negotiation grafts
make both brawls a little bit shorter
Added the Bandit, Laborer and Jakes promoted defs (commented out until the builds are ready)
Replace usages of 'count' with 'stack'.
fix up some ids in the sal_brawl to make old sal brawl saves work
Added chinese translation
Keep track of what location BGs a player has ever seen. Filter the list of brawl BGs using this info (this will look weird for people who have already unlocked brawl until they play another main game run)
Lowering the bloom on buttons. Also adding text-shadow to IconButtons. And changing the resolve color on buttons to UICOLOURS.TITLE instead, since the Resolve and the buttons are the same color, so they were unreadable
Vendetta no longer forces retarget for AOE attacks.
Prohibit promoted character defs in brawl by querying QuestUtil.FilterPromoted.
Fix misleading text on Visionary Hammer.
Update the brawl structure to allow for switching home locations on the fly
Rook hangs out alone at night, and has a couple fewer quests
Back by popular demand. The following Smith Negotiation cards have been reworked and re-added to the pool:
- Ad Hominem
- Who?
- Refusal
- Rescind
- Know a Guy
Added force-mono option for audio
Add new level 1 advancement that spawns Promoted versions of defs with a 25% chance. Currently, only ADMIRALTY_GOON_ELITEs exist.
Fix Focused Doom potentially being applied to targets without morale.
Bandit captains can be patrons in murder bay
Fixed bug where Discharge wasn't changing target_count correctly
Remove shadows from grouts.
Reworked how bottles are handled in Smith's combat
Fixed multiple bugs related to cards assigning their target_count in START_RESOLVE which is no longer possible
Let TARGET_TYPE.ALL target any fighter (although there aren't any such cards atm)
TARGET_TYPE.SELF with TARGET_MOD.TEAM should only target the card owner's team.
Fix crash when accessing cards that have upgrades, but no xp. These two things should be decoupled, but can also happen if upgrades are added after the save was created (thus the original card may not have xp assigned)
Purple Haze is now: Whenever you play a card, draw a card and then discard a random card in your hand.
Update text for Formation to indicate it is removed when health is lost.
Fixed a bug with Admiralty Patrol Leaders occasionally not attacking due to protected allies.
Move target_ent lookup when handling Counter viz to closer where it is used (after delay) to potentially resolve nil access.
Fix crash when playing 'death' anim if the AnimFighter had no shadow.
If an explicit target is passed to ApplyPersuasion, use it and do not validate. Fixes a bug which caused Double Edge to attack your own arguments if defended by an argument who returned false for CanTarget( enemy ) (eg. Airtight). Any caller using a non-nil target parameter should ensure it is valid for its purposes.
Added the new Promoted Admiralty Goon
Grout burrs re-emerge in formation when new allies join to avoid overlapping fighters.
Remove an unnecessary queued idle that would cause a delay when using certain items or skills.
Fix the Serrated Edge also applying for any allies.
Fixing the invalid quest rewards being shown in the brawl
localize the situation modifiers
harvest legacy strings for localization
Fixed bug where Viciousness didn't consider damage from conditions
Added a new attack for the upcoming elite laborer unit
Fixed typo in description of Visionary Cynotrainer
Core Collector: Localize passwords
Localize modifier strings for Bad Credit and Bargaining.
Localize morning mail dialog strings.
Localize friend & enemy killed notification events.
Fixed bug where counter would target a random enemy instead of the one attacking
Localize "Shielded" description when it appears in an argument tooltip.
Localize boon services.
Localize intent turn delay string "Occurs in X turns"
Fixing the title on the rewards widget, so it doesn't consider short localized strings to be numeric rewards
Added new attacks for the upcoming elite units for the admiralty, bandits, jakes, rise and spark barons (all using placeholder anims and not used in any of their behaviours yet)
Reworked Mixology to restore health instead of resolve
Localize relationship preview strings.
Use localized modifier and card names when compositing list of modifiers applied.
Use localized Lucky Coin name and descriptions when applying them to the core argument.
Localize outfit names on the unlockinspectorscreen.lua
Fix modifier descriptions not using localized text when a desc_fn is present.
Fix modifier descriptions not using localized text.
Reduced max health of the chemists
Volatile Substance is no longer piercing and only hits 2 targets instead of all
The healing from the Chemists' Vapours skill has increased but the number of targets healed has been reduced to 2
Chemists will now sometimes defend
Localize Unlock tracks.
Localize some strings in the GameOverScreen, NewGameScreen (unlocks), and UnlockInspector.
Localize various strings in the New Game flow, including titles for act, character, save games, and outfits.
Clarify Bog Boil description as per a suggestion. Thanks!
Take Vendetta handling out of the weighted target pick -- it should not be a weighting factor, but a CanTarget constraint.
It is possible to apply Targetted to an Surrendered enemy to direct fatal attacks.
Battle.Cards now maintain both primary target and secondary_targets, which are maintained across preview and resolving, instead of relying on the secondary targets being regenerated deterministically. This fails due to the weighted target pick, which is stateful, and changes between preview and card play.
update names to remove some used generics
moved zealot pose back a bit, to help with clicking in combat.
Potential fix for circular focus directionality. Clear focus dirs when detaching a card from its arrangement.
fix quest desc in sal_brawl_win_the_crowd.lua
Fix sal_brawl crash
Fixed offset with combat drones fx animation, revised fleads shadow to follow the chest symbol instead of the hips, and fixed drone thrust dust to do the same.
Fix controller reticule scaling and positioning issues that happen when you resize the window
Fixed bug where parlous_concept was checking for the battle item card flag instead of negotiation card flag
Slightly reduced the max XP of some of Rook's negotiation parasites
Fixed bug where Threekwa's Cautious condition would remove power when other fighters lost their defense
Fix rarity colour not being applied to subtitle text when picking Lucky Coins.
Fix hired members leaving at night even with the Loyalty mutator on.
Added nil-check to RewardUtil.GetBossCards
Move the parasite event to day 2 of Rook's brawl/brawl_util.lua
Set the act progression at the start of the brawl so day 1 boss rewards are given out correctly
Remove the Hollow mutator. Add some backwards compatability handling for deleted mutators.
Parlous Concept can no longer improvise item cards
Moved Auto Tracker to Uncommon
Added the BOSS_FIGHT flag to the brawl boss fight
Fixed bug where the upgrades of fan_the_hammer were using OnPostResolve instead of OnPreResolve
Thieves Instinct now improvises 1/3 cards, as per standard Improvise rules.
Call In Kalandra no longer requires targeting
Fixed bug where the action loss from exertion was decaying instead of being a single time
Removed redundant "hit_mid" anim from lumin_darts and lumin_kunai
Fix Bog Coil description to indicate restored resolve is only equal to resolve lost, not applied damage.
Card text consistency: Use "Hits all enemies."
Remove redundant hit animation when Trig triggers.
Fix floating point resolve for Potential Enemy argument.
Better wording for Concussed description.
Fix Worn out having an invalid assignment for max_stacks.
Boosted Grunt is now 3-5.
Type-check card_list macro so string formatting doesn't crash. Happens easily if localization files are out of date.
make sure an act_id exists from a save file before trying to access its data
Hooked up a really basic rook brawl
Fix Tomb Relic crash
Fix potential soft-lock with Smith when playing Power-Trip into playing Targeting Core w/ Sketchy Equipment and ending turn.
Have opponent negotiation quips use {self} in case the primary cast member is not the person you are negotiating with.
More robust tracking for Clickables which animate_out. Fixes edge case where it is possible for buttons to remain unclickable if they are animated in before the animate out completes.
Fused Collider is now applied before other cost-affecting effects.
Fan The Hammer now spends charges in OnPreResolve instead of OnPostResolve so things like Mark function properly
Fixed bug where footwork wasn't using CalculateActionCost and instead using the cards base cost
Add a user-friendly UIHelpers.SaveTextureAsPNG for modders and data harvesters
make kill/spare quests a lot more clear in brawl
disable previously selected mutators if mutators are not unlocked
fix for crash when killing the core argument with AOE in sal_brawl_scare_off.lua
The event that gives you your parasites now happens at the start of day 2 instead of day 1
Parasites now always increase in rarity when they hatch
Twig and Stem are now Basic rarity
Added a "final" parasite in combat and negotiation
Added the "Scrub" uncommon negotiation parasite
Fixed bug where Bog Boil wasn't restoring resolve
Bog Boil no longer skips the first turn if the owner is the player
New lifter skins
Fix typo on Charged Attacks description.
Fixed description of Smith's Slug Smash
Fixing the font size on the Beta message popup
Fix menu layout after returning from viewing tutorials.
We've just enabled cloud saves for the game (and in experimental). So now you can grift from multiple computers!
This update also fixes a couple of things that showed up in the last 24 hours or so:
Zig Zag: Fix crash if there are no targets left to wound.
Fix crash in fight screen when using a gamepad.
Fix input issue that was ignoring some mouse clicks when also pressing keyboard keys when playing cards.
Fix UI overlap in audio option screen.
Fix crash in manipulate conversation.
Fixed a couple of missed localization strings.
Fixed missing hit FX for new bandit goon.
Fix crash when selecting prestige in the NewGameScreen if you previously selected prestige 0 and then returned to the sidebar.
Fix issue with continue button when you return to the main menu after manually deleting your save file.
Re-export the 1080p texture pack at a slightly higher resolution (it was a little blurry).
Added --highres and --lowres command line parameters to force a particular texture pack, for players who want to pick manually.
Fix Counter attack sometimes attacking an ally of the attacker if the attacker was already targetted by other enemies.
Improved Chinese Translation.
This update adds a new game mode: Daily Challenges.
In daily challenge, your goal is to get a high score in a short (< 1 hour) run with a specific character, mutators and bonus goals. The configuration updates every day at 5pm Vancouver Time, so you can come back each day for a new challenge!
Currently, Sal and Rook are enabled in the dailies, and there are two major variants: Cave Escape, and Boss Rush. We'll be adding more variants to put into the rotation at development continues, and of course everyone's favourite party alien.
Other new features include:
New promoted units in prestige >1: Rise Rebel and Baron Security Guard
New beast / pet: The Lumicyte
Lots of behind-the-scenes stability/performance and balance fixes
Happy grifting, everyone! We'll see you for our next scheduled update on August 20. As always, you can follow along with our day-to-day development by opting in to the Experimental build. You'll see the changes that we make as we make them, and be able to give immediate feedback. Special thanks to all of the players who helped us balance the Daily Runs these past couple of weeks - it's a much more fun experience for your efforts!
Full Change List:
MISC:
Added settings to disable screen shake, sway, and flash in the options screen.
Use a more reliable atomic file save operation, to prevent data loss on computer power loss.
Enable Render-buffer pooling to help older graphics cards
Fix crash reporter sometimes failing to report crashes
Fix IME text input for feedback form
Increase the output resolution of the lowres anim textures from 67% -> 80%, add a --highres option to force high res textures on low res screens
Reimplemented our game packaging pipeline, so that there will be smaller deltas for some patches (going forward).
Change SceneGraphNode:SetTransform to apply rotation around the z-axis first, which is really what you want. This fixes rotated fx in battle from clipping into characters.
Fix crashes on certain screens if you are holding the directional scroll while closing the screen.
Adding all the tools to the Debug QuickSwitcher and to the MainMenu debug menu
Fix issue with continue button when you return to the main menu after manually deleting your save file
Update glyphs for Korean translation.
audio: music variation for sal combat music. VO level tuning.
audio: some variation additions to Sal negotiation music.
GENERAL GAMEPLAY:
Added Daily Run Game mode
Added Promoted Spark Baron Goon
Added Promoted Rise Rebel
Added lumicyte beast
Added new lumicyte-themed random events to rook and sal: event_found_by_lumicyte, event_found_a_lumicyte
You can buy a lumicyte from Phroluk
Mech Survival: Option for a Portable Bunker to hide in.
Rise Radicals Demoralize is now AOE, and happens at most once a battle. Rise Radicals will spend a turn performing a minor buff twice a combat so they don't attack every turn.
Fix for Defect not applying immediately if you use a Call-in card to apply it.
Added two new smith cards: Thickness and Rampart
Nadan's leap attack is now marked as a debuff and only applies a condition if the attack was not evaded
Gab: Now Expends.
New mutators: Playing for Keeps, Score Cards, Reduced Boss Health, Pet Owner
Dangerous Goods: When Ximmon comes to retrieve his goods, he has a pet with him.
Make Rook's Brawl nights always follow a pattern of recovery->quest->coin->boss/quest
Flead Queen: Fix presentation delay on larvae spawning.
Boss Bit can no longer be damaged by Counter while Disruptor Field is up.
Added new creature: the lymicyte (currently only found in the daily run)
Termination of Command: Add straightup combat option when meeting the target, to preview combat stakes.
Fog in the Bog: Show the actual removed card in the tooltip.
Swap Do Over and Prominence in the unlock track.
The cost for new graft slots increases as you add more.
System Debogging: Fix potential crash attempting to speak to a dead Rise member after battle.
added a graft reward for Rook after defeating a boss in brawl
Do not dismiss hired members in Brawl, if the Loyalty mutator is active.
Choosing Sides: Fix crash if you are victorious but all your allies died.
Card and graft rewards are no longer given for the final boss in brawls
BATTLE / NEGOTIATION:
Tomb Relic: is now 1 action per 6 cards.
Fix a bug with Scatterphase not triggering Surrender if it caused damage when gaining charges at the start of the turn.
Power Through now reduces damage taken to 1 instead of 0
Changed desc of Slippery to be consistent with other references to "discard pile"
Fixed bug where the muddler card wasn't working
Defect now applies per hit of a multi-hit attack.
Multiple damage previews on a target with Defect will now correctly consider the number of stacks of Defect present.
Defect: will only trigger on the following turn it is applied.
Boosted Crushing Blow is now 12-16
Rename Rook's "Resonator" to "Oscillator" to differentiate it from Sal's "Resonance".
Bandit Captains now gain Counter from Vicious only after countering the triggering attack.
Bandit Captains occasionally Defend.
Bandit Captains give Grisly Trophies.
Adjusted the duration of each cycle in Nadan's combat behaviour
Surrendered Admiralty Goons should no longer use Formation.
Fix Mantle not triggering Muddle defense bonus
Bounty Hunt: Fix potential quest soft lock if you kill both interrogate targets in the same battle.
Mirrored Grumble: will attack a second target if the first is destroyed
Gab: Use Prepared keyword in the Evoke description for clarity.
Replicator: the duplicate is no longer free of cost.
Oshnu Glue: Removed its max uses.
Kicker: now does damage even without Snails.
Strained Rant: Discard two cards exactly, but regain the +1 bonus.
Do Over: Done over.
Weight: now 3-5, and no longer draws.
Bait: shows as an argument with 2 resolve in tooltips.
Resonance: Now adds stacking conditions on random enemies instead of applying damage directly.
Brilliance now allies to hatch cards as well
Enhanced Heavy Handed: fix error message if you don't have enough dominance.
Remove "Ranged" from various attack cards.
Pinned: Provide alternate card text when you are viewing this card in the compendium / card details screen. Now shows up in the compendium.
Wretched Strike now gets a bonus for cards drawn even while it is not in your hand.
Slider waits for cards to settle into your hand before triggering improvise.
flead_egg now names the flead when it hatches
It is less possible to get deadlocked in extended religious conversations with members of the Cult of Hesh.
Evil Eye is now uncommon and expends. Boosted Evil Eye has been replaced by Visionary Evil Eye
Energy Siphon: Costs 1, has 1 extra charge, can only be played on targets with Power, and can now target allies.
Fix Even Footing using hidden modifiers. (Note: the enemy core argument counts towards the total)
Red Bandana: Now correctly described as ".. when allies join battle."
Impulse Jack now uses modified costs to find 0-cost cards. Unplayable cards are no longer included.
Stoke: shows an error message if you try to play more than 1 attack next turn.
Quick Strap: No longer reduces cards with only 1 upgrade to 0 options.
Makeshift Dagger+: Fix card desc to indicate it applies 2 Wound.
Fixed bug where Magnetic Charm wasn't passing itself as the source of the influence it provides
Gnarled Effigy will no longer reduce your health if the battle is already over.
Restring usages of "core resolve" to "core argument."
Dauntless no longer prevents panic if all allies are panicking
Fix crash with Viciousness.
Removed the unremovable tag from the brawl grafts
Fixed bug where viciousness only counted unmitigated damage and not the damage dealt by the attack
Refashion former pet support arguments into negotiation items.
Made generic trained/untrained pet arguments.
Rabble Rouser is now: Draw an extra card every 2nd turn.
lumicyte has a new natural condition
Chitinous now reduces by 1 stack whenever all Defend is broken.
Lean: Fix potential crash if played by unstable on an argument with no resolve.
Do Over: nil-check original card if it somehow gets played without destroying a card in hand.
Added a IsSentient() check for three_fingers to prevent it trying to make creatures or robots hate you
Bandit captain thump marked as a debuff, as it will stun or cause injury.
Fix Gremlins applying to every turn in battle.
Fix Savagery not applying.
Fix Counter attack sometimes attacking an ally of the attacker if the attacker was already targetted by other enemies.
Weak Points: Slated Carapace no longer nullifies piercing damage caused by Weak Points.
Show Downgrade numbers for card damage numbers if the upgrade reduces it.
Locus Breaker, Wretched Jar: Now show card counters.
Locus Breaker: fix card draw count not resetting after your turn.
Fix crash if playing Bog Symbiosis automatically but there are no Grouts on the field.
Prediction: Now provides 4 Defend. Guarding Prediction: Now applies 2 Defend to you and all allies.
Head Split: Now deals 3 (5) damage.
Crushing Blow: Now says "Apply Stun" for consistency.
Prattle: Preview Composure bonus received from Shenanigans.
Don't invalidate a card target due to target weighting. Fixes Call In cards not attacking the correct enemy if the target was being attacked by allies.
Span-based support for text shadows, to make upgrade text more readable
Annihilation Cage: Now applies Sticky to selected cards for the duration of battle.
Back of the Line: Instead of the overloaded term 'charge', use 'use'.
When sparring with Murkot, don't try to apply xp to cards with no xp.
Added additional checks for torpor_fiend to prevent giving XP to cards with upgrade but no XP (such as items with an upgraded version)
Fixed bug where Krills' Anger could be triggered by random-target attacks even if it didn't hit the Krill
Three Fingers: Fix sometimes not being hated by 2 people.
Specialty now shuffles your discard into your draw pile if you have no attacks in your draw pile, consistent with Deception
Fixed bug where Stinging Eyes would make aoe attacks only hit one person
Support Beacon now checks to make sure your team isn't full
Fixed bug where Stone Spurs wasn't showing the dynamic defend amount
Impending Doom now disables shielding in OnUnapply instead of OnBounty so that it's still triggered by removal
Pruned is no longer applied if the attack is evaded
Fixed bug where Rentorian Battle Armor made you have -3 power if you took damage before it's initial application
Fix Force Compression not applying for certain cards, like Menacing Air.
Planning: Now Rare.
Formation Defend only applies to allies, as per the text.
Reworked Deception
Fixed bug where Hot Air's damage wasn't being displayed properly
Toolbox selections no longer appear in the Trash.
Added a max_stacks of 10 to Trauma
Cult of Hesh characters no longer apply intermittent Composure, opting for straight resolve damage to forestall stale-mates.
Fixed bug where Pale Trade wasn't working when you only had one influence
Fixed bug where overbear_plus2 was drawing the wrong number of cards
Fix Visionary Three Fingers not causing people to hate you if you install it directly. Instead of getting removed/added notifications, the player now receives a single Graft Upgraded notification. (When upgrading grafts, convert the extant instance of removing and adding a new graft instance.)
Fixed bug where MARK could trigger when attacking the owner's allies
Fix rare crash when choosing a toolbox card after the battle is over.
Fix crash involved with returning a presented card to hand for discard choice. (eg. draw into multiple Raw with a full hand such that Gamble triggers a discard (Chaos Coin).
the Brilliance mutator now also affects graft xp
Fix Flekfis not taunting correctly after playing Doom.
UI:
Add custom cursors to the game (size is selectable, and you can still use the system cursor)
New Game Screen: Fix toggling card sets sometimes not applying properly
Don't label the food in rook's brawl as "fsshcakes"
Adding a 'duplicated' visual state to the Card Widget and its tooltip
Amend Untrained pet tooltip that erroneously says they are a disadvantage in negotiation, since they no longer are.
Change feedback screen "Title" to "Subject" which makes way more sense.
Set up mutual exclusions for the various draft mutators. You can't, for example, choose both Veteran and Havarian Mulligan (Battle).
Fix the 'hide' and 'confirm' buttons not being shown when choosing a card from hand in ultrawide mode.
added img to all the daily feats so they can be shown in the graft bar
Offer healing and bonuses separately in daily_boss_rush.lua
Pets are now given at the start of daily_boss_rush.lua
Added new score bonuses for daily_boss_rush.lua
Added the heal option between every boss in daily_boss_rush.lua
Preventing the Confirm button on draft screens from being clickable repeatedly, spamming the card animation
Cards that become playable as an upgrade no longer show their new cost as a downgrade.
Adjusting the layout of the Prestige Popup, so the title doesn't overlap the icon
Allowed players on gamepad to buy cards in shops, instead of just selecting them without triggering the purchase
Pass through subtitle text to choose cards popup in negotiation.
Issue error message if trying to play Trade without influence.
Don't hilight the word 'spark' in Cleme's bio.
Aligning the audio dropdown options on the options screen
Fixing the bug where cards on the upgrade list weren't clickable anymore
Gamepad: Fix crash when selecting prestige in the NewGameScreen if you previously selected prestige 0 and then returned to the sidebar
Fixing the problem where the LootScreen would spawn other screens when clicking its options (like the GraftScreen/DeckScreen) but then would remove that option from the list, which also gave focus to one of the other LootOptions, taking focus away from the just spawned screen, which prevented gamepad users to use the newly spawned screens
Fix options screen crash if there are no valid audio output devices detected.
fix order of audio options so that dropdown works
Making the deck screen always select the first card with the gamepad, instead of a random one on the list
Added a not-upgraded filter to the card deck. It puts the upgradeable cards at the top, sorted by how close they are to be upgraded
Showing an info label when selecting characters saying if that character has savefiles available
Adding a backing to the Grafts in Negotiation/Battle, to attract more attention to them. Also made them bigger. Made the fight/negotiation objective scale with the UI Scaling Mode. Made the graft tooltips show under the graft icons, instead of overlapping them
Added drop-shadow to the card descriptions when in upgrade-style to make the text more readable
Reporting correctly the number of unlockable social grafts in the People Compendium
The shiny card animation for cards in hand ignore he negotiation/combat speed multiplier.
Fix potential gamepad crash: Cards need to clear focus directions left/right when renaving.
This update brings big changes to the game's difficulty curve, and a bunch of new systems and content.
Difficulty overhaul:
The default prestige level has been made more difficult, both in combat and negotiations. The prestige track has been made shorter and steeper. We combined a lot of the old prestige levels to make going up a level in prestige feel more impactful. Each step up the ladder should feel meaningfully harder than the last!
Mutators and custom card pool selections have been moved to a custom game mode, to provide a consistent challenge.
We've also added a new low-difficulty story mode, for when you just want to explore the choices in the characters' stories.
Perks and Grifts:
Perks are special unlockable skills that you can equip at the start of a run. You unlock perks by spending points that you earn by completing Grifts as you play the game. You can unlock up to 3 perk slots to use at a time, and there are 34 perks to unlock, split over 5 tiers.
Defensive Cards:
We've added a bunch of new defensive cards for Rook and Sal, rounding out their capabilities and supporting more cautious playing styles.
New Characters:
New promoted variants of the Laborer and Jakes Runner are waiting for you in prestige level 1.
New Daily Run Type:
A new daily run type has been added to the pool: Protection. See if you can help a wounded ally survive a series of tough fights. This daily will be available every three days.
Main UI Revamp:
The main UI bar has been redesigned to give you easier access to all of the information about your current run. You can see your perks, grafts, boons, banes, mutators, and relationships all in one place.
In addition, there are a lot of general fixes and balance changes. Please see the patch notes on our forum for full details.
Happy grifting, everyone! We'll see you for our next scheduled update on September 17th. As always, you can follow along with our day-to-day development by opting in to the Experimental build. You'll see the changes that we make as we make them, and be able to give immediate feedback.
This update adds Mod support, and a batch of new content!
Mod Support
Players can now add their own content to the game! Everything from cards to quests to whole new mechanics are open to modding. Check out instructions here, and check out the example mods on the workshop.
New Day 1 Boss
Meet Buleet, the Rise Turncoat. Sal can face this new challenger at the end of her first day. He's also been added to boss rush and brawl.
New NPCS
Luminitiates - These are low-level inductees to the Cult of Hesh. They are rare outside of the Pearl, but can be occasionally found supporting the Cult's operations throughout Havaria.
Promoted Priests - The standard-bearers of the Cult get a boost when playing in prestige mode. They'll ready the world for Hesh's awakening with their luminized scythes.
Horned Yotes - They're yotes, but meaner, and with new death loot.
New Daily: Negotiation Boss Rush
Ever wanted to convince a Shroog not to eat you? Now you can! This new negotiation-based daily has been entered into the regular rotation, and has also been set to repeat for the next few days.
(a bit of) Smith:
Speaking of dailies, Smith will now be appearing in the daily runs. You can get some practice in with his cards before his story debut.
In addition to these changes, there are lot of general fixes and balance changes. Please see the patch notes on our forum for the full details.
Happy Grifting, everyone! The next update will be on Nov 5th. We're taking a little longer with this one, because it will be a big one - the first two day's of Smith's story! As always, you can get a sneak peek at the upcoming content and follow along with our day-to-day development by opting in to the Experimental build. You'll see the changes that we make as we make them, and be able to give immediate feedback.
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