Beast Mode Now Available!


Kevin

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Hey Grifters,

The Beast Mode update is live! This update adds a new vendor at the Night Market, who buys, sells, and upgrades any pets that you might find. He even has a couple of new species for you to check out: Domesticated Shrooglets and the rare Grout Bog Erchin. 

We've also added mutators. Mutators are a way to play an easier / more challenging / more interesting run, as they add wrinkles to the base game rule. Mix and match them to create extreme challenges for yourself, or just play with the systems. We'll be adding more of these as development continues.

Current Mutators:

Roll With It
    You can no longer skip card drafts.
Charisma
    Draft a starting negotiation deck of 10 cards.
Veteran
    Draft a starting combat deck of 10 cards.
Insomnia
    Sleeping no longer restores health, resolve, or removes cards.
Elimination
    Removing cards at shops can be done any number of times.
First Impressions
    Receive a random relationship each time you meet someone for the first time.
Juggernaut
    All fighters gain 1 Power at the end of their turn.
Hollow
    You no longer restore resolve after battle.
Starved
    Battle and negotiation no longer offer card rewards.
Barbarous
    There are no repercussions for murder.
Why Me
    Every enemy has Vendetta.
Mutator
    When you upgrade a card, choose from two random cards instead.
Relatable
    Everyone you meet for the first time will dislike you.
Loyalty
    Hired allies no longer leave your party.
Giant Mechs
    Mechs are bigger, have more health, and do more damage.
Animal Lover
    Own up to 3 pets.
Tool Box
    Draft two item cards at the start of the game. They have 1 additional charge.


This update also includes the usual raft of fixes, tweaks, and new UI. Here's a full changelist:

Spoiler

 

  • Fix Hints text referring to banes as curses.
  • Only show 'will surrender' tooltip if the surrender health is less than the actual health.  Also, localize that text.
  • Decapitalize all usages of Oshnu.
  • Muscle Memory should copy userdata, and just clear xp, so that charges are preserved (otherwise duplicating items is pretty broken due to non-expend).
  • Fix inconsistent descriptions for Ravenous.  Include Heal keyword.
  • Fix Enhanced Overbear not drawing cards.
  • Don't show upgrades on the End of Day screen.
  • Change scaling on Heavy Laborer's turn 3 composure so it's lower for small difficulties, higher after.
  • Dirty argument tooltip so that if (eg. resolve) changes while the tooltip is shown, it correctly refreshes.
  • Give Sal a basic Core Argument so that the default one doesnt need sal's face on it.
  • added a moment of weakness argument icon.
  • Worn Out caps at 5 stacks, so it's always relevant.
  • Fix Pure Style modifying original card's userdata, again.  *mutter*.
  • Don't insert Winded cards if Gut Smash is evaded.
  • Buff Rooted Steel from 7->8.
  • Generate random pet names if they join a party whose leader is sentient.
  • Vrocs are no longer ADMIRALTY faction (makes their title long-iwinded and often incorrect, eg. wild vrocs).
  • Don't hide stacks for short_fuse, cause it uses them.
  • Fix Overbear hitting one extra time.
  • Adding buttons to enable/disable all the unlocks.
  • Adding a delete button to the save slots. Better info label for prestige. Hiding back button when not at the sidebar top level.
  • Change some MODIFIER_TYPE.PERMANENT to MODIFIER_TYPE.CORE.  Only add a default CORE argument if none already exists after initializing negotiation behaviour.
  • Tune down damage scaling for difficulty 1 & 2 jakes, it was large.
  • Add Zeal as core argument for cult of hesh.  Tweak their negotiation behaviour.
  • New Tithe implementation.
  • Reduced the damage_mult on both of the Wealthy Merchant's spark cannister attacks and added in a defend turn in both states.
  • New newgame / character select screen. Replaces old concept of save slots
  • Remove resolve_count for negotiation; to play cards multiple times, instead there is a resolve_queue used by Negotiation:PlayCard. This fixes some bugs with resolve_count conflicts (eg. duplicity + overbear not resolving the correct number of times because it gets calculated in START_RESOLVE)
  • Added a new Hatch card to Sal and the two quests that it spawns
  • Add event priorities to Duplicity and Brow Beat.  Fixes bug where playing Duplicity would cause Brow Beat to play for 2X actions, only if Duplicity was added to your deck first.
  • Fix missing heal option for upgraded pets.
  • Update some cards that said "Play this card twice", because they don't actually play the card twice, or if they do, they function unexpectedly.  This also fixes a bug with veiled_anger_plus2 which consumed 2 dominance instead of 1.
  • admiralty_dorm_encounter.lua no longer gets rid of guards and spawns new ones. Instead, the old guards are kept in place.
  • Pets now have Trained vs Untrained in their titles, so you can tell which pets are well-trained.
  • OPPO_DOG_EVENT allows you to select the pet you are training.
  • Fixed the issue where the Fight screen would allow users to see the full Main overlay bar if they pause, giving them a chance to upgrade cards mid-fight
  • Fix Heartless applying to non-attack cards.
  • New mutator: Toolbox.
  • Heckler is now an argument instead of straight-up damage.
  • Clarify Vendetta out-of-combat description.
  • Vendetta should be max_stacks = 1.
  • You can leave pets in your room and come get them later.
  • nil-check Morale when applying Marked bane, may have been removed by some other rule.
  • First Impressions no longer applies to characters with plot armor.
  • Show neutral relationship icon on the PlaxNameplate if there are any opinion events.  This is important to demonstrate whether someone has 'met' you before (particularly for the first_impressions mutator)
  • Card:UpgradeCard permits the newly upgraded card to have its own upgrades, if defined.
  • The Mutator mutator sometimes transforms into upgraded cards.
  • Ensure the mutator mutator doesn't pick the same card for its upgrade transformation.
  • Fix carapace not stacking with sparring.
  • Fix upgraded pet nameids not being copied.  Instead, replace the underlying CharacterDef to preserve all dynamic pet data.
  • Fix off-by-one error displaying the surrender preview icon.
  • Juggernaut power gain occurs at end of turn, so that enemy intents aren't modified from the preview.
  • Fixed bug where NO_SURRENDER would overwrite booster clamp.
  • Renamed attacks of upgraded vrocs and crayotes.
  • Renamed attacks of upgraded erchins.
  • Allow joystick input when not focused.
  • Hide mouse cursor if in controller mode.
  • Clear hover widget if leaving mkb mode.
  • Fix Execute not flagging player as a killer.
  • Prevent Sequencer from being playable if you have no items in hand requiring charging.
  • Add effect to cards that have charges restored.
  • Add Auxilary back to the game as part of the Bog item list.
  • Give Brain Gills Replenish.
  • Changes to Stun Gun, Tripwire.
  • Give shock_box the Stun keyword.
  • Fix for anims popping in. Turned out to be a logic problem in the 'IsAsyncLoadingComplete/HasItemsInQueue' call of the loading thread.
  • Textbox fix: - Now rendering the cursor even when the textbox is empty.
  • Don't give a first impression to nonsentients.
  • Fix odd objective handling in side_debt_collection.
  • Tuned down the base damage on HEAVY_LABORER and LABORER defs.
  • adjust convo priorities to make oppo not get stomped by non-important flavour text.
  • Fixed bug where Quick Charger could only affect one card at any time.
  • Move Prepare functions & propaganda card into data, as it is possible to negotiate with Rise in Sal's story.
  • Don't show "high threat" boss difficulty UI in the team preview portrait, if the agent is on the player team.
  • Fixed bug where Aplomb couldn't be targeted.
  • Fix Fearless duplicating when it shouldn't.
  • Fix support_negotiation upgrade when training pets; should rely on previous support_negotiation value instead of the ContentID (doesn't take into account eg. VROC_UPGRADED).
  • Fix stacked setup removing incorrect amount of influence.
  • Fix CardHolder:UpgradeCard card lookup.
  • Fix receiving a legacy option if you abandon your game.
  • Fix potential infinite loop with DOUBLE_EDGE if there are no more modifiers left (Presumably core argument has been destroyed, and something triggered after the fact).
  • New mutators: loyalty, giant_mech, barbarous, why_me, mutator, relatable
  • Added an option to pick 3 random mutators (for those who want a challenge!)
  • You can buy "Erchins" (an animal from Grout Bog) form Phroluk
  • Added the upgraded flead
  • Adjusted health and damage of upgraded pets to be roughly even
  • Nerf Shel's morale.  She's downtrodden, is she not?
  • Aplomb is now targetable instead of always applying to the core resolve
  • Mark up rise manifesto as a bog item so that it doesn't show up in grout bog normally
  • Unique items have reasonable prices in shops
  • Fix Elitist persisting even when the bane is removed.  It now functions more like the mutators first_impressions & relatable: it triggers WHEN you meet someone.
  • Enemy Fighters no longer have any morale if the battle is flagged as NO_SURRENDER
  • Add plot_armor to BEASTMASTER
  • Run OnNewGame handling within a coroutine so that UI such as the slide show, mutator popups, legacy popups, etc. can be handled serially without callback hell.  Only auto save at the very end, so that if you quit midway, your new game isn't saved.
  • PauseMenu shouldn't show the Abandon option until the save game has a save_file_name assigned (ie. a fully formed save game)
  • Fix headless bandit
  • 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
  • Show keyword info for Piercing on damage preview widgets.
  • Pale Recall creates a visible argument now.
  • Fix soft lock when backing out of forced card pick by clicking on bad button.
  • Fix crash deactivating a fighter behaviour _during_ activation (eg. OnActivateFighter triggers a bane graft which reduces morale, causing the fighter to immediately flee).
  • Adding an easy toggle to the unlocks track with mouse right click.
  • Show active quests list on map.
  • Gain smarts in visionary facts.
  • Negotiation fatigued kicks in at 7 turns, not 6.
  • Fix oshnu glue rarity (was causing it to be 999 shills in stores).
  • Static Shock can no longer discard your executes.
  • Added a WARPING keyword for the Warp Vial.
  • oppo_look_for_missing_pet.lua now heals your missing pet by 50%. This is to avoid the pet fleeing after the first hit in combat.
  • Balancing of Boons and Banes:
  • - Mixology now grants 4 bonus resolve instead of 2
  • - Cards granted by Authority now scale with difficulty
  • - Whispered Rumours damage now scales with difficulty
  • - Curse of Hesh now also draws a card
  • - Bio-Feedback and Brutality now affect all status cards instead of just injury cards
  • - Gnarled Effigy (from Bad Faith) now only deals 1 damage per card played
  • Fixed bug where newly applied conditions wouldn't show up from attacks with post_anims
  • RIPOSTE now also passes whether current hit is last hit in the ON_RIPOSTE event
  • Fixed bug where PostAttack in PRE_RESOLVE sometimes wouldn't call ResetFighter
  • Riposte Anims no longer cause any freezes in animation (on attacker or attackee) 
  • Spark Barons have a new personality argument when negotiating.
  • Added available-upgrade counters to the main overlay.
  • Added a framerate limiter, which people can use to reduce overheating (30hz or 60hz).
  • Adding back some missing hotkeys to the cardspanel and deck screen.
  • Fixed bug where the bartenders attacks would hang between shots if the damage was defended.
  • Add ploy's missing descriptive text about damage doubling.
  • Add snare's missing descriptive text about force targetting.
  • Don't trigger purple haze before your first turn (eg. bystander cards)
  • Drunken Master adds Tipsy to your discards instead of your draw, as per the descriptive text.
  • Fixed bug where the dodgy scavenger wouldn't show you any cards for sale.
  • Fixed bug where the evict chat would show the name of the guard instead of the target for eviction.
  • Updated the filter for Thieves Instinct to exclude items.
  • Remove skill flag from robone.
  • Blacklisted now only discards 1 card instead of 2
  • Krog is a runner not a smuggler, because he should be easier to kill.
  • Fixed bug where the player party would be disbanded if a party member was needed for a role in a location.
  • Fixed crayote behaviour.
  • Added new throw animations to Sal.
  • easy_target_merchant.lua now takes into account money the merchant gains during negotiation when you demand all their money.
  • Fixed bug where crayote wouldn't use the power gain from bristle if it had gained power from a different source.
  • Disable fighter tooltips when they are not idle.
  • Defensive doesn't apply to arguments created by the owner (NPC).
  • Feudalites of the same wealth level will back each other up in combat.
  • Hide the modifiers that apply health to allies (this effect is sufficiently shown as the graft itself).
  • fixed generic jarackle head to not wear hats.
  • Straw Man now applies Vulnerability when bountied (so that it's not just the same as Planted Evidence).
  • Fix DoRescue opinion event sometimes being applied to the wrong target for "Leave No-one Behind".
  • Add fades to wake-ups, to avoid the white missing texture loading flash.
  • Multithreading fixes for loading from zip files. Before this change, zip files were mutexed, so multiple threads reading from the same zip had to wait on eachother. With this change, each thread will open up its own version of the zip file, which makes concurrent access possible and fast.
  • added a new event: event_dodgy_scavenger.
     


Our next update will be on Dec 12, and will be the debut of the game's second character with a new story and an entirely new set of cards! We'll be telling you more about him in the lead-up to release. He won't be showing up in experimental beforehand, because we want to maximize the surprise!

lucky_shot.jpgdilemma.JPG

 

 

 

 

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7 hours ago, s5unaMe said:

By the way what about short videos in data\movies directory. Are they outdated? Or it's a mini-spoiler? :o

They are almost certainly outdated. Sal's in her old outfit, without the shoulder prosthetic, and some other characters seem to have recognisable, but different designs as well. They're neat though, and I'm glad they were included accessibly in the files.

 

I'm unreasonably excited to see what Rook's outfits are. And if I'm not mistaken Grout Bog is where we get to hang out with robots! It'll be a good time.

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On 11/15/2019 at 4:44 PM, GoldenCross said:

Don't mind me, just building an army of npcs to destroy the final boss

Heh, it's less powerful than you might think - especially if you play with prestige levels. You will either storm through one playthrough as a tornado through a pebble or feel like you have been played by the elements of RNG (that in combo with First impression, can make it really fun or frustrating experience) :D 

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  • Developer

Quick little hotfix just pushed:

  • Pinning animates cards in hand properly now. (Fix for Outwitted)
  • Nudge position of the front bottom character in 4x4 fights to avoid UI
  • Fix focus issues with upgarde card screen (you could select the base card, click it, and then lose your XP!)
  • Fix for images inside fonts sometimes remaining visible
     
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