Developer Kevin Posted November 22, 2019 Developer Share Posted November 22, 2019 Hey Grifters, Another day, another pile of fixes. Thanks for all of the reports! Some balance changes to damage on Sal cards. Fix Wide Wild Lunge so it behaves like Target Practice (could conceivably attack the same enemy twice). Hide the targeting arrow correctly in gamepad mode if focusing on an Intent. Clean up presentation of handler job choice: Don't show jobs in the quest log until you accept them. Make sure the reward widget displays the correct values before you accept the quest. Make sure the opt tooltip always displays as an offer, not a status. DoAttack now doesn't abort the postAttack of the previous card played unless it has the same anim as the new attack. Removed Sal's dreams. Intro dialogue when changing outfit no longer repeats every time you change outfit. Fixed crash when trying to call over a pet that you have left in your room. Fixed two crashes related to calling :Fn() in the on_success of a negotiation. Removed undefined variables being passed into PayMoney(). Interior Drill now behaves like Quick Charger (reduce card cost until played). Locked prestige level buttons no longer show a tooltip listing their modifiers. Update noodle descs to adhere to guidelines: when there are multiple actions, they are distinct sentences. Fix description on feint_plus2f. Also, only remove 1 stack when an attack card is resolved). SetCardFocus on PRE_RESOLVE rather than POST_RESOLVE for more responsiveness when playing with a gamepad. Update Favored by Hesh description to refer to {SURRENDER} instead of morale. Fix sharpen and shadow_mastery not stacking. Battle conditions defined in cards should inherit the card's desc_fn if necessary. View full update 2 1 Link to comment Share on other sites More sharing options...
pacovf Posted November 22, 2019 Share Posted November 22, 2019 2 hours ago, Kevin said: Removed Sal's dreams. ...Why? Were they too much? Link to comment Share on other sites More sharing options...
Developer Kevin Posted November 22, 2019 Author Developer Share Posted November 22, 2019 They didn’t really fit with the flow of the game in general. And they weren’t something that we wanted to generalize to the other characters. 3 Link to comment Share on other sites More sharing options...
minespatch Posted November 22, 2019 Share Posted November 22, 2019 4 minutes ago, Kevin said: They didn’t really fit with the flow of the game in general. And they weren’t something that we wanted to generalize to the other characters. I haven't played the game, did you record them? Link to comment Share on other sites More sharing options...
pacovf Posted November 22, 2019 Share Posted November 22, 2019 33 minutes ago, Kevin said: They didn’t really fit with the flow of the game in general. And they weren’t something that we wanted to generalize to the other characters. Hmm, always sad to see content be removed, but it makes sense. They were a nice bit of world-building. 1 Link to comment Share on other sites More sharing options...
ArtixBot Posted November 22, 2019 Share Posted November 22, 2019 Spoiler Got lucky enough to get Sparky in a mission and negotiate with him. Interesting argument! 2 Link to comment Share on other sites More sharing options...
TF3 Posted November 22, 2019 Share Posted November 22, 2019 3 hours ago, ArtixBot said: Reveal hidden contents Got lucky enough to get Sparky in a mission and negotiate with him. Interesting argument! Odd that Sparky lacks a special Core Argument like other NPCs. He also lacked one when I would negotiate with him, but that was back before they rolled up the personality arguments into the enemy's core argument. Link to comment Share on other sites More sharing options...
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