Griftlands (new RPG by Klei)
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Mon, 12th Jun 2017 19:27    Post subject: Griftlands (new RPG by Klei)


Release: Early 2018
Genre: RPG
http://store.steampowered.com/app/601840/Griftlands/

Quote:
Griftlands is an RPG where everything is negotiable: money, loyalty—even morality. Choose your character and make your fortune.





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Rifleman




Posts: 1396

PostPosted: Tue, 13th Jun 2017 12:37    Post subject:
Looks interesting!


harballaz wrote:
Hey dont be so hard the little console eunuchs, they need time to aim their lil vibratin thumbstick.
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deadpoetic




Posts: 2686
Location: Canada
PostPosted: Tue, 13th Jun 2017 16:08    Post subject:
Sci-Fi darkest dungeon?
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Thu, 12th Oct 2017 12:38    Post subject:
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Rage




Posts: 2757

PostPosted: Thu, 12th Oct 2017 13:48    Post subject:
so this is basically the exact same game as Battlechasers?


Clown Fiesta
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Nodrim




Posts: 9592
Location: Romania
PostPosted: Mon, 10th Jun 2019 20:55    Post subject:
Griftlands wrote:

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.


https://steamcommunity.com/games/601840/announcements/detail/1610514097397241772
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Mon, 10th Jun 2019 21:06    Post subject:
so pretty much moneyhatted early access .... fine by me ... would wait for v1,0 anyway

i bet they will use steamforums for bugreports Very Happy


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Sometimes i just want to see NFOHUMP burn \o/
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Nodrim




Posts: 9592
Location: Romania
PostPosted: Mon, 10th Jun 2019 21:21    Post subject:
Alpha is exclusive for one year on Epic then it's coming to Steam in Early Access...
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Thu, 4th Jun 2020 19:49    Post subject:

Quote:
Griftlands Early Access Starts June 15, 2020 on Epic Game Store and Steam!


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Mon, 15th Jun 2020 12:33    Post subject:
out on steam now


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Sometimes i just want to see NFOHUMP burn \o/
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Ke1N




Posts: 2403
Location: Bulgaria
PostPosted: Mon, 15th Jun 2020 13:21    Post subject:
Anyone played this, is it worth getting?

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.
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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Mon, 15th Jun 2020 13:45    Post subject:
Ke1N4o wrote:
Anyone played this, is it worth getting?

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.


Try the Demo on Steam.
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Ke1N




Posts: 2403
Location: Bulgaria
PostPosted: Mon, 15th Jun 2020 13:47    Post subject:
Sin317 wrote:
Ke1N4o wrote:
Anyone played this, is it worth getting?

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.


Try the Demo on Steam.


Oh nice, I will!

Thanks!
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Prandur




Posts: 2685

PostPosted: Mon, 15th Jun 2020 13:51    Post subject:
This game looks so good, seems to tick all the right boxes at least on paper... but I'm holding back so far and will try to wait for the full release.
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h0rnyfavn
Serial Humper



Posts: 13880

PostPosted: Mon, 15th Jun 2020 14:09    Post subject:
It's dirt cheap in RU region, less than 5 usd Very Happy


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Sin317
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Posts: 24322
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PostPosted: Mon, 15th Jun 2020 14:29    Post subject:
Like 2€ on Argentina Smile
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Sin317
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Posts: 24322
Location: Geneva
PostPosted: Tue, 16th Jun 2020 08:35    Post subject:
Played the Demo, it's around 40-60 minutes, depending on how fast you play and damn this is fun.

Going to post my playthrough soon. Anyway, bought it for 2$, for that price, it's a no brainer.

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Sin317
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Posts: 24322
Location: Geneva
PostPosted: Tue, 23rd Jun 2020 13:04    Post subject:
The game sits at an incredible 96% on steam now...

Anyone else tried/bought it?

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Nodrim




Posts: 9592
Location: Romania
PostPosted: Tue, 23rd Jun 2020 14:05    Post subject:
I bought it but I haven't tried it yet. I saw some streams and it looks very promising, so I think I'll postpone playing it until the full release.
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tet666




Posts: 5090

PostPosted: Tue, 23rd Jun 2020 14:09    Post subject:
Nodrim wrote:
I bought it but I haven't tried it yet. I saw some streams and it looks very promising, so I think I'll postpone playing it until the full release.


Yeah same.
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AKofC




Posts: 4359

PostPosted: Tue, 23rd Jun 2020 14:53    Post subject:
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.


Gustave the Steel
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Immunity




Posts: 5626

PostPosted: Tue, 23rd Jun 2020 19:34    Post subject:
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.
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Sin317
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Posts: 24322
Location: Geneva
PostPosted: Thu, 25th Jun 2020 22:40    Post subject:
Quote:
Promoted Update Available Now

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:
 
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Sin317
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Posts: 24322
Location: Geneva
PostPosted: Sat, 27th Jun 2020 15:12    Post subject:
Quote:
Hotfix 418616 + Cloud Saves
Hi Grifters!

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.
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Sin317
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Posts: 24322
Location: Geneva
PostPosted: Fri, 24th Jul 2020 08:49    Post subject:
Quote:
'Dailies' Update Available Now!

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 Very Happy
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.
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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Thu, 20th Aug 2020 21:27    Post subject:


Quote:
Griftlands: 'Perks' Update Now Available!

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.
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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Fri, 18th Sep 2020 09:35    Post subject:
Quote:
Griftlands: 'Mods' Update Now Available!



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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Sin317
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Posts: 24322
Location: Geneva
PostPosted: Mon, 31st May 2021 13:04    Post subject:
Full release tomorrow, 1.6.21
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Prandur




Posts: 2685

PostPosted: Tue, 1st Jun 2021 00:26    Post subject:
Nice!!! I've been waiting for the full release before playing this, it seems right up my alley.
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headshot
VIP Member



Posts: 35885
Location: UK
PostPosted: Tue, 1st Jun 2021 22:53    Post subject:
Griftlands-FLT


May the NFOrce be with you always.
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