Sal's Finale Now Available!


Recommended Posts

  • Developer

release_poster_01-14-20.jpg

Hey Grifters,

You can now finish Sal's campaign, if your decks are strong enough to defeat Kashio and her protectors! On the final day of her story, Sal gains access to the Hesh Auction, where Kashio is slated to make an appearance. What ever could happen when two sworn enemies meet in the middle of a weapon market?

We'd like to send a huge thanks out to everyone who helped us tune the Auction negotiation and the Kashio boss fight in the experimental branch. There are a lot of variables at play that far into a deck-building game, and we went out of our way to make the Kashio fight differently every time you face her. We wouldn't have been able to get her balance right without the dedicated help of our fans! Every time someone presses f8, a Grifter gets their wings!

Speaking of experimental, we'll be pushing out a new version later today, that has a test for a work-in-progress Rook Boss fight. If you ever wanted to see how we make this thing, now's a great time to start! Just download the experimental branch, and then use the password "krashio" to unlock the experiments in the main menu.
 

 

Patch notes:

Spoiler

Move the auction to a better place on the map
Fixed oolo and nadan clone fx lagging bug, added hologram spawning fx into taunts 
Added the Kashio boss slide animation
Added art for "call oolo"
Kashio's summoned robot will give up if she dies or surrenders
Kashio now plays an anim when spawning her holograms
add unique, alias tags to kashio to prevent multi-kashio bugs
Fix double kill of heckler in rise_worker_rally
agent:GetName() will return the shorttitle if there is no name, so that calling code can assume that name returns *something* (this is for nameless people who you end up having relationships with)
Fix for doubled agents in crew portrait list when loading a game
Fixed bug where killing a hologram (not just hitting it) caused a crash
Fix trip through back room resetting the auction lots (they wouldn't match, and Kashio would get a bonus pick)
Kashio Grenades do slightly less damage
Kashio's automech is now 1 combat strength weaker
Macro rasp incepts 2 bleed cards instead of 3
Enabled Sal day 5 - you can now complete Sal's story with your own decks
Added two new experiments that jump you to the start of day 5 (one for each partner faction). 
Added lots of new tooltips for the auction arguments
If Nadan/Oolo is alive and doesn't hate you in the Kashio fight, they will help out (with a special summon card)
The auctioneer gives you a "bid" card every turn, so that you can use your money in the auction.
Auction items have significantly more resolve (and are tiered based on their power level)
Kashio's holograms now dissipate when they take damage (not just on-hit)
You now have to win your second Kashio item in a special auction negotiation
Added lots of visual fx for kashio
Added a new AOE flail attack for kashio called Slam
Sal's Afterburner Gloves no longer trigger on counter attacks
Set up Kashio's new anims (no FX yet)
Reduced burn on Afterburner Gloves from 5 to 4
Kashio counters every second turn with the pistol
Filtered the experiment decks to those that were made in prestige >= 2 (this should improve the quality of the testing pool)
Added a quick way to reroll an experiment deck
Show active social boons/banes in the experiment intro
Add graft slots as needed to show all installed grafts in experiment
Added a quick feedback button at the end of the experiment 
Removed the bleed from Kashio's Glaive attack
Fixed description of afterburner gloves
Macro Rasp and Afterburner Gloves now correctly check for defended and evaded
Morale on Kashio clones is now the same as Kashio's no matter what
Health on clones is set AFTER conditions are applied to prevent discrepancies
Fixed bug where Kashio didn't re-prepare her turn after applying conditions in sal_kashio_fight_test.lua
Fixed bug where Kashio clones would get an additional kashio_glaive condition
Macro Rasp and Afterburner Gloves no longer apply if the attack is defended
Fixed bug where Afterburner Gloves didn't trigger
Added EXPERIMENTS to the main menu on the experimental branch. You can fight an incomplete version of Kashio in there.
Erchins now have lower panic threshold on your team
Making the compendium show the cards in the new card grid widget with lazy loading - this should speed up load times for that screen considerably.
Fixed the default character role on plaxes
Hooked up player character specific fight emotes
Scanned now scales with stacks
Swapped the rarities of Speed Wheel and Twin Shot
Stinger is now Rare instead of Common
Starting Grafts now only get added if there's a gamestate and if the agent is the player
Hawb Drumstick and Pickled Floater are no longer status cards
Reflexor: Heads can no longer be awarded if the player already has Reflexor: Snails and vice versa.
Fixed bug where Krog's Weighted Coin wasn't correctly landing on Heads 90% of the time.
Don't pop new people into backgrounds of conversations 
Don't have admiralty violence followup in rook's story
Fix bug with role setting in Plax:FillSlot that was causing re-filling of slots
Added "slum" markers to rook's map so that location placement doesn't fail
Improved the location nameplates so they can show more icons, and work better on smaller screens
Clarify descriptive text on Bank
Don't show end turn button if the enemy has surrendered and the battle is NO_SURRENDER.
Add mech quips for support negotiation.
Align stack label for permanent AND core arguments.
Don't trigger Ricochet via Riposte, as per its descriptive text.
Fix Dark Cowl only giving 1 combo.
Blacklist: don't gain damage if the name was already taken.
Revolting Flead can attack arguments with Bait.
Align stack label for permanent arguments.
Change all the random names that were being used by specific skins.
Restring card 'charges' to 'uses' to avoid conflicting with Rook's mechanic.
Unstable drones have a health bar.  They can be destroyed either through depleting health, or by reducing the Unstable Drone condition to 0.  Mainly this addresses the issue of being able to Defend them, but no place in the UI to show the value.
Fix Overcharge not being added in the UI when Striker threshold is triggered.
Rename spin so it doesn't conflict with rooks' negotiation spin.
Assign target_enemy to Strategy only when triggered, to avoid showing an incorrect damage preview.
Added surrender anims for rook and sal and added shake it off anim for rook
Clarify text on Revolting Flead argument.
Don't show "Graft Removed" when exchanging Coins.  Show a specialized "Gained coin" notification instead.
Clarify Ripper descriptive text.
Change Twisted Headbang to Boosted Headbang, so there is a viable upgrade option for head-based Influence builds.
Adding Grifter and Rentorian factions. Showing NPC Sal on the compendium. Updating the faction filtering. Updated portraits
Centering the selected characters better on the new game screen
Fix Suppressing Fire card text formatting if the player has a defense modifier (eg. exposed)
Preventing the objectives to fade out when the mouse moves to their screen quadrant in the travel screen. Now they just fade out when hovering/focusing on a map marker in that quadrant
Hide end turn/run/concede buttons when choosing cards.
Fixing the drag bugs on the conversation log and other scroll panels. Also adding kinetic scrolling to both. Wheeeee
Wait for card coros to complete before updating position.  Specifically this is for Expend cards that are being trashed, but are also being re-played due to something like Duplicity or Double Duty.  After being trashed, a new instance of the card will automatically be used for viz purposes.

 

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.