[Game Update] - 352474


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CRASHES

  • Fix handling of malformed utf8 feedback strings 
  • Nil-check entity when handling EVENT.SPEECH.  If an entity surrenders/dies in a single attack, the hit handler will handle their death status change prematurely (eg. AOE grenade DRONE_GOON, causing him to die at the same time his drones surrender)
  • Fix crash when negotiating with the chemist, when you dragged card is discarded by purple haze.
  • Fix for crash involving freighter querying card cost after having been removed from the game.
  • Crash fix for dying while using target_practice against a target with Riposte
  • Only do Status Changed viz on the last hit of multi-hit attack, so that hit results don't access a potentially nil entity.  Fixes crash occurring when Doomed is played on 4 crayotes, causing all to surrender
  • Fix back_pedal expending killer crash, due to trying to apply Composure to the Dominance that Killer provided
  • Fix crash with admiralty_shake_down if no admiralty candidates exist.  Fallback to CreateCombatParty.
  • Nil-check modifier after calling OnBounty -- there's lots of triggers that can occur which recursively delete the modifier.

SPELLING AND GRAMMAR

  • Lots of dialog typos fixed (thanks for finding them!)

CARDS

  • Fix inconsistent desc for tall beguile
  • Ocular Surrogate now fires at the start of the players turn as indicated by the desc
  • Fix visionary footwork not checking 0 discards
  • Updated desc of brain gills to describe that it only applies this turn.
  • Fix gunsha powder applying to literally all cards, including itself and other NPC cards.
  • Fixed bug where drunken_master gave drunk cards that were owned by the target rather than the player
  • Fixed upgrade text for Rummage
  • Updated wounding barbs and first blood to loop through attack.targets rather than use attack.target

UI

  • Slow down the click to continue indicator
  • Fix layout of quest reward widget (fewer columns)
  • Fix hit-testing of unicode strings in the feedback box
  • Suppress "Not in hand" msgs.
  • Making the End-Turn button not glow at the start of the turn
  • SPECIAL cards don't go into the trash, they are just deleted
  • Less delay between queued floaters
  • Added new argument artwork for calling_in_all_favours, improvise_bait_upgraded
  • Prevent the relationship screen carousel from looping indefinitely if you click it too fast

QUESTS

  • Fix situation that could arise where you could not leave the grog-n-dog after certain quests or save/load patterns
  • Add icons for boss quests
  • Thief in side_thief_bounty.lua now hides while you're looking for their contact
  • Fix merc casting, needs to re-cast if one dies.  Also, should probably support nil cast members.
  • Remove redundant cast agent relocations in shop_open.on_activate: collect_agent_locations should handle this already.  
  • Added requirements to mercenary_offer.lua similar to the story mercs, so that you don't get hirelings and then have to let them go immediately
  • Bugfix for getting a target's boss to fire them when you have a friend
  • Fix for Nadan trying to flee fighters that are already dead
  • Make ai_spark_baron_billy_club apply to attack.targets, not primary target
  • Added map tags to the locations in handler_admiralty_clear_bandit_cave.lua so they can be correctly placed on the map
  • Mercenary_offer.lua will no longer cast people that dislike you
  • Fix oppo_dog_event casting some weird rando if your pet dies en route

MISC

  • Show drinks in drinkers' hands
  • Fixed the wrong tooltip showing up when hovering a card sometimes    
  • Fixed tooltip for monsters that will flee on the next turn so it doesn't show the tooltip for Panic
  • Added tooltips to clarify that dogs will be negative in negotiation 
  • Renamed loyal vroc and yote to untrained vroc and yote for clarity
  • Don't allow multiple instances of the game at the same time on Windows
     

 

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Thanks for your feedback so far, everyone! It really helps us find the edge cases and get our fixes in.

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5 minutes ago, Skas said:

It lost my save, tho.

Did you have a run in progress? Or were you between runs? The save slot clears after a run, and your progress (character xp, unlocks) is saved in your profile.

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1 minute ago, Skas said:

Ah, ok ! I just ended a run (succesfully !) Thanks for the help and sorry for the dumb questions

Not a problem! I'm just glad that your progress is safe :) 

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