Developer Kevin Posted October 24, 2019 Developer Share Posted October 24, 2019 Hey Grifters, Updates have been a bit slow lately because most of our effort right now is focused on creating the very secretive new character. But! Here's some new content for Sal, to keep things fresh while you wait: Added mutators Mutators are rules modifications that you can select at the start of a game. This is *quite* experimental, so caveat ludius Added a new shopkeeper to the night market: The BEASTMASTER The beastmaster buys/sells/heals/upgrades pets, including domesticated shrooglets. Upgraded pets learn new attacks, wear battle armour, and have more health View full update 4 4 Link to comment Share on other sites More sharing options...
pacovf Posted October 24, 2019 Share Posted October 24, 2019 You madmen (and women). Just when I thought I would wait until the new character to try the game again, you go and do this. 4 Link to comment Share on other sites More sharing options...
Developer Kevin Posted October 24, 2019 Author Developer Share Posted October 24, 2019 In the next update, we're planning on shipping a bunch of mutators that you can mix-and-match and play with for your own amusement. Eventually, I hope to parlay this into a daily run system, although that's going to come later. Not sure how many mutators will be in the update. We'll see how these ones go over as a start. 5 1 Link to comment Share on other sites More sharing options...
minespatch Posted October 24, 2019 Share Posted October 24, 2019 I have to wonder if the new secret character is the one Jambell was clingy to in that one stream. Link to comment Share on other sites More sharing options...
Playr10 Posted October 24, 2019 Share Posted October 24, 2019 Is it just me or is the negotiation music slightly different, like there's an extra measure somewhere in there that wasn't there before? Link to comment Share on other sites More sharing options...
Developer Kevin Posted October 24, 2019 Author Developer Share Posted October 24, 2019 Just pushed out a small fix to the beastmaster, that would cause a crash after a couple of days when he, uh... cycles his inventory. Should be live in a half hour or so. 4 1 Link to comment Share on other sites More sharing options...
pacovf Posted October 24, 2019 Share Posted October 24, 2019 I’ve noticed that the NPCs “pop in” one by one when you reach a new location, which wasn’t the case before. Not a huge issue by a long shot, but it’s there. 1 Link to comment Share on other sites More sharing options...
pacovf Posted October 24, 2019 Share Posted October 24, 2019 2 hours ago, Kevin said: Just pushed out a small fix to the beastmaster, that would cause a crash after a couple of days when he, uh... cycles his inventory. Should be live in a half hour or so. This is still crashing for me. Do I have to restart a run for this to take effect after it crashed for the first time? Link to comment Share on other sites More sharing options...
Developer Kevin Posted October 24, 2019 Author Developer Share Posted October 24, 2019 13 minutes ago, pacovf said: This is still crashing for me. Do I have to restart a run for this to take effect after it crashed for the first time? Yes, unfortunately. The relevant agents were spawned improperly. 2 1 Link to comment Share on other sites More sharing options...
pacovf Posted October 24, 2019 Share Posted October 24, 2019 (edited) Ok, some quick thoughts on mutators from half a run: - First impressions is really strong. People loving you for free is crazy, people liking you is also strong because of the free negotiation support and the option to buy their social boon. People disliking you is *manageable*, and almost everyone that hates you can be provoked and killed. I know it sounds like it would be difficulty-neutral, but it actually makes the run quite a bit easier overall. - Insomnia: effectively just a money sink, since you can always buy Fsshcakes and drinks right before bed (except after D2 boss). If you get a Dockhand to love you, the money expense is completely negligible. Shouldn't make the game much harder, but I still have to go pass the D2 boss a few times with this on to say for sure. - Juggernaut: this is crazy, and fun. Both you and your opponents get the extra power. Smugglers get scary. Wild animal packs get scarier. Bartenders get really freaking scary, although they are normally alone. Not sure how it affects difficulty, but it's an interesting one, for sure. EDIT: leaning on this making the fights easier, overall, since you get to use the power bonus before your enemies do. Would be nice if the power gain was at the end of each fighter's turn, instead of the beginning... or at the beginning of the turn for everyone at once. Right now we can't trust the damage previews when juggernaut is on (we have to mentally add 1 to all of them right now) - Starved: you still get cards from defeating bosses and accepting quests. Makes you really think about what you put in your deck, and makes graft and boon selection very important too. I was afraid that this would be a tremendous spike in difficulty, but my brief stint with it seemed quite reasonable. Then again, I did have First impressions on, so I might be downplaying its difficulty due to the boost from that mutator. Haven't tried the other ones yet, although I have a feeling Hollow is going to be a tough one, especially combined with Insomnia. Roll with it will likely change the way we play the game too. Edited October 24, 2019 by pacovf 2 1 Link to comment Share on other sites More sharing options...
SpicyNiceCream Posted October 24, 2019 Share Posted October 24, 2019 Finally some love for the pets 1 Link to comment Share on other sites More sharing options...
TF3 Posted October 24, 2019 Share Posted October 24, 2019 Great that we're getting pet upgrades! Here's hoping we eventually get some pet Fleads to join our roster of pets! 2 Link to comment Share on other sites More sharing options...
pacovf Posted October 24, 2019 Share Posted October 24, 2019 23 hours ago, Kevin said: This is *quite* experimental, so caveat ludius Missed it the first time around, but this must be the nerdiest possible way of getting this point across. 1 Link to comment Share on other sites More sharing options...
Hraklea Posted October 25, 2019 Share Posted October 25, 2019 Both additions were a huge improvement to the game imo. Mutations are pretty fun to mess around, lots of interesting combinations for extra replayability, and the beastmaster guy finally made pets good. Great job! Link to comment Share on other sites More sharing options...
TF3 Posted October 25, 2019 Share Posted October 25, 2019 (edited) I was wrong earlier! They added pet Fleads in this patch! All hail the Fleads! Edited October 25, 2019 by TF3 1 3 Link to comment Share on other sites More sharing options...
minespatch Posted October 25, 2019 Share Posted October 25, 2019 4 hours ago, TF3 said: pet Fleads Fleadworm for future update. 2 1 Link to comment Share on other sites More sharing options...
pacovf Posted October 25, 2019 Share Posted October 25, 2019 So I just finished a run with Hollow, Insomnia, Starved and First Impressions. That was the toughest experience I've had with Griftlands, since... well, ever. I've got to add something to my previous assessment of First Impressions: unless you really have to, don't talk to NPCs with harsh banes who you can't kill in a provocation right then and there. I got two Luminaris and one Bartender to hate me on day 1, which are suicide to fight with your starting deck. That was a very deep hole to get out of that I could have not gotten into by simply not talking to them. Hollow, Insomnia and Starved are a brutal combination. I was constantly out of money, low on health, and had to skip many negotiations because I was at 0 resolve for long stretches of time (my fault for forgetting you can concede arguments when it's clear you can't win them). I've got to try again without First Impressions, see if it's still doable. 1 1 Link to comment Share on other sites More sharing options...
TF3 Posted October 25, 2019 Share Posted October 25, 2019 I noticed that neither the Fleads nor the Shrooglets seem to have any effect in Negotiations. Is this intentional? Also Fleads dont seem to be able to be upgraded either. 1 Link to comment Share on other sites More sharing options...
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