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Hey Grifters!

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This update extends Rooks' story by an additional day. There are two new bosses to face, several new quests and random events, and a new faction to meet (the Boggers). Rook's parasitic infection is also now affecting his ability to negotiate!

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The next update will be on March 19th, and will be focused on quality-of-life issues, balance, and additional content for existing days. Rook's finale is scheduled to come out after that on April 9. Happy grifting!

Full patch notes:

  • Spoiler

     

    • Remind player of negotiated kickbacks in trade_secrets
    • Concentration now only halves when taking damage from enemies
    • Swamp Smasher no longer applies stun
    • All of the placeholder text has been replaced!
    • Added new Boons, Banes and Death Loot for Grimdellia
    • Added missing anim states to new burr
    • Add alt_desc to Heated so that when not in a card game, its tooltip still describes how it inflicts damage.
    • fix shop prices in robot_seller.lua
    • Reworked Lumin Generator and renamed it to Lumin Bio-Accelerator
    • the War Story card now randomly picks from its effect if Sal plays it
    • Sparky's Oppressor Cell now uses the power_loss condtion for the handling of temporary power.
    • ease up on fight parties on drop_bandit_babysitter.lua
    • fixed missing combat cup
    • bugfix for Focused Assault
    • the Foreman now creates arguments more often in order to synergize better with the task cards they give
    • Added event_sal_meets_rook (you can meet rook in an event in sal's story)
    • hooked up NPC_ROOK for fighting, adjusted HESH_BOSS' combat to work in sals' story (attacks are AOE, she skips 
    • fix dead robot counting in rook_story_bogger_raid
    • hook up the bog cyst burr
    • Do uv animation with a uniform instead of rebuilding the vertex buffers every frame
    • Added upgrade highlight to Cyclone
    • Fixed bug where Heavy Lifting would apply every turn instead of once per combat
    • Memory lapse no longer gets triggered immediately when hatched from the previous parasite
    • Add event_bogger_proselytizer.lua
    • Adjusted rook's scaling difficulty ramp. It now goes: [day 1: 1, day 2: 2 / 3, day 3: 4] The day 2 transition is when the sun sets.
    • fix bug where the boss on day 3 would always be arint
    • don't spawn event_deep_bogger_01.lua if you already have bog secrets of any kind
    • bog boss doesn't participate in the day 3 fight (wait for day 4!)
    • bog burr loot scales with difficulty
    • Armored no longer triggers if the fighter is not active 
    • Renamed "Pale Cheap Shot" to "Very Cheap Shot"
    • Erchins can no longer give themselves Diseased through buffing
    • Flead Larvae attacks are now marked as debuff
    • Clarified the desc of Wide Slugstorm
    • Swapped out bog_blaster for jammed_blaster in rise_trade_secrets.lua
    • Conditions that deal damage to the owner now correctly affect the surrender/death preview
    • add stub convo for cobblebots
    • Added event_shel_vs_nature.lua
    • added new faction image for the bogger faction
    • grimdellia is a bogger, not a bilebroker
    • better integrate boggers into the faction hierarchy
    • give the boggers titles
    • fsshcakes counts as a shop for bargaining
    • kalandra shouldn't offer to lend you workers on day 2 (she offers to let you buy cobbledogs instead)
    • Fixed description of Memorization Implant
    • Fixed bug with Inoculated
    • Explicitly kill some rendertargets that were accumulating and causing the game to crash if you play too long
    • Rook's defend from his charge now gets applied before Muscle Bank is triggered
    • Spark Baron Goon's Billy Club attack is now marked as a debuff
    • Fixed typo in trickery_plus2
    • Executing the day 3 boss for Rook now rewards their death loot even if done in conversation
    • fixed bug where the "cards ready to upgrade" tooltip wasn't refreshing correctly
    • fix dialog inconsistency in rise_trade_secrets.lua
    • make the paydirt fight in side_asset_recovery a bit easier (rank down the mercenary backup party)
    • make the parasite upgrades use rarity rather than "parasite_tier", and only let you go up one step at a time
    • fix some progression edge cases in baron_the_best_defense
    • added new oppo: oppo_gun_show
    • added new event: event_bogger_wants_parasite
    • added new event: event_filthy_graft
    • Fixed bug where multiple instances of Dominance would not decay properly
    • Fixed bug where the card count in Hilt Bash was off by 1
    • Added a nil-check for the "attack" variable in the bog_schimitar death item
    • Did some performance optimizations in the fight screen
    • Restructured all instances of temporary power to use the POWER_LOSS condition instead of handling it individually
    • Small adjustments to Eonwe and Threekwa to get their win rates slightly closer and a little higher
    • make the intimidation in baron_the_best_defense an actual intimidation
    • Fixed bug where lock_box was dealing the battler card, not the cloned battle card 
    • bumped up arrow bloom to read better
    • Core Collector: Robots no longer spawn if their team has already surrendered
    • fix bad progression doing the "fight your way inside" path of baron_the_best_defense
    • Fixed description and functionality of DIVERSION
    • Fixed bug where Beast of the Bog was dealing damage when played
    • Slight adjustments to the Bogger Clobber to make them less oppressive
    • Added missing DEBUFF tag for Erchin attack
    • Replaced bog_blaster with jammed_blaster in the treasure burr options
    • fix inconsistent dialog when demanding extra payment in drop_smuggle_in_admiralty_weapons
    • fix some dialog inconsistency when dealing with the spy's bar tab in rise_asset_liberation.lua
    • add a fight reason to the nadan fight to remind you not to kill him
    • added flavor to most of the combat cards and item cards in combat
    • make parasites not repeat until they have to
    • mark the speaker in rise_worker_rally as a helper for negotiations during their speech
    • fix negotiation helper/hinder issue that was preventing explictly called out helpers/hinders from affecting negotiations
    • add some missing job descs
    • don't spawn grouts if the enemy team is surrendering
    • make kalandra a skin so that she shows up in the compendium
    • Kalandra now inherits from RISE_BASE instead of NPC_BASE (so that she negotiates properly)
    • added rook flavor to his combat cards
    • fix crime scene map location
    • add job desc to rise_mole_fixer
    • mark the Last Stand bar as an indoor location to preven burrs from spawning
    • burrs always show up when you are fighting boggers
    • fix party def in oppo_bog_explorer so that it's properly boggers
    • Adding the option for conditions to display an effect range in fights
    • fix casting issue in rook_story_bogger_raid if you've killed off the proprietor of the robot shops
    • fix progression stopper in rise_trade_secrets when you kill the researcher
    • use cheaper shaders when we aren't doing colour adjustments (might help performance on integrated gpus)
    • Arint and Flekfis now use their faction negotiation behaviours for non-boss negotiations
    • Fixing mutators listing
    • Add some random delay when adding new fighters, to desync animations
    • Negotiation Parasites with on-draw effects no longer trigger when they are dealt to your hand (from another parasite upgrading)
    • Moved the presentational delay of twig to be before the damage is applied so that Rook doesn't pause in the middle of his hit_mid anim
    • Fixed bug where Shenanigans would add composure to all cards, even if they had no composure
    • Stacked Deck now gains 2 max resolve per additional stack
    • Fixed bug where Call To Rise would cancel out other cost-affecting effects
    • Clarified the desc of Stem and also prevented it from picking 0-cost cards
    • Fixed the upgrade text for Decency
    • fixed bug where Unstable Augmentation would keep removing power after its initial application and removal
    • actually enable day rook 3 (for non-dev)
    • fix crash in bogger fight
    • fix earworm duplication issue
    • fix some typos
    • mark "save friend" oppo fight as self-defence
    • Slight decrease in the prestige damage for Arint and Flekfis.
    • experiment_rook_lieutenants.lua now correctly adjusts max health and max resolve when setting new prestiges
    • Fixed bug where the parasite cards with health costs didn't account for defend
    • Slight adjustments to the strengths of Kashio's items and her base damage output.
    • Crash fixes for Memorization Implant, Earworm and the new lieutenant arguments
    • Base negotiation for Flekfis and Arint has been added to the experiment
    • Slug Nook now only triggers the first time you get Snails each turn instead of every time.
    • Fixed bug where removing parasites also reduced current health 
    • Eonwe's Sabotage attack can now only target the player
    • Fixed Memorization Implant
    • Fixed bug where Opportunistic was still triggering when the attack was evaded
    • Fixed bug where Zyn's Razor would not trigger on-bleed effects
    • Beast of the Bog no longer restricts card if the enemy team is surrendering
    • Fixed bug where Flash Powder would trigger on every attack, not just the first in the turn
    • Psimulacrum now ignores all bystander cards and correctly puts the arguments on the opponents side if they're inceptions
    • Slightly reduced Flekfis' power at higher prestige levels
    • Added Negotiation parasite cards
    • Slightly lowered Arint's melee attack damage on prestige
    • Fixed crash in the Psimulacrum negotiation graft 
    • Balance pass on negotiation and battle grafts for both Rook and Sal
    • Small changes to Arint's behaviour to make her more consistent and interesting
    • Increased the damage from Arint's chemical cards and the amount she gives you
    • New experiment: Fight Arint and Flekfis!
    • Added a bunch of new shared negotiation grafts 
    • The debuff from Hesh Boss is now timed (it doesn't always apply to you)
    • The Hesh Boss' charged attacks buff can now provide overcharge instead of being limited to max charges
    • Slightly reduced the damage per turn on the Laborers
    • Adding in special domicile locations for the bog
    • Added new rook quest: baron_hostage_situation
    • Update UI art for hesh_boss sabotaged charge condition to make the source of the damage more clear
    • Hook up special hit previews for malfunctioning charge cells
    • Re-use hit preview widgets more than we were before, to stop them from flickering when damage numbers change
    • Fixed bug where drawback would accumulate affected cards every time it was used instead of removing the old cards
    • Slightly adjusted the max_xp of each graft rarity
    • Hide Rook's pistols from being shown on the Day Over Screen
    • Fix the hover and overlap of the fightscreen unitframes (that was making it hard to click on enemies)
    • Improving the hover states on the unitframes so icons don't pop up/down
    • Splintershot now applies 2 wound but is only triggered when you spend your LAST charge
    • Stone Anchor incorrectly said Gain instead of Apply
    • Changed all instances of "removed" and "destroyed" to "dismissed" when talking about negotiation arguments
    • Twig now shows a hit reaction when triggered

     

     

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5 minutes ago, Kevin said:

 Rook's finale is scheduled to come out after that on April 9. 

I. Am. So. Unbelievably sorry. In little over a MONTH, we will have rooks finale?!?

Klei, you spoil us, truly you do

Any trailers planned as of now or have you stopped to consolidate manpower to the game? No problems with either approach

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  • Developer

Aw, shucks. Y'all are going to make us blush :)

We're not doing per-update trailers any more because we felt the that the animator effort was better spent on the game itself. There will be more trailers in the future though, for big releases.

I'll make another post about the QOL update to share some of the stuff we're working on, and get a sense for what content people are looking forward to.

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38 minutes ago, Kevin said:

Aw, shucks. Y'all are going to make us blush :)

We're not doing per-update trailers any more because we felt the that the animator effort was better spent on the game itself. There will be more trailers in the future though, for big releases.

I'll make another post about the QOL update to share some of the stuff we're working on, and get a sense for what content people are looking forward to.

Alright, just wanted to know. went cold turkey on trailers, but i understand. better to push major things than small updates like beasts of the bog. least that's been straightened out.

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  • Developer

Hotfix incoming: 

  • Fixed a lot of typos
  • Fixed the description of Scanned to still be correct with multiple stacks
  • Fix a possible crash when negotiating for ally help before the Flead Queen.
  • Fully create FIGHT_ALLY modifier before adding it to the negotiator, to prevent a brief window where it doesn't have ally_agent set (you can tooltip it during this time during the creation presentation).
  • Modifier:NotifyChanged only bothers to broadcast if it has been added to a negotiator, to prevent out-of-order modifier events.
  • Fix crash when Twig is hatched while killing you simultaneously.
  • fixed some casting / textual issues  in baron_crime_scene.lua
  • add some variant dialog for beating flekfis/arint
  • remove some placeholder questions that we didn't end up using in rook_story_bogger_raid.lua
  • put rise cobblebot combat strength to 2, rather than 1
  • remove placeholder text in baron_crime_scene
  • Use a better combat party in the ambush part of rise_ambush_a_baron.lua
  • Add self defense flag to fight to keep cores in baron_wild_pack_of_dogs.lua
  • ROOK - Spotty now discards itself after being triggered. It has also been moved from Rare to Uncommon 
     
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Do anyone feel like flekis is now ridiculously hard now? I'm on prestige 0 and for some reason his whirlwind can deal 8 damage per hit and like 7 hits total and an average deck at an average situation can negate maybe 3 or 4 hits. In addition, building a deck that plays many cards per turn is nearly impossible for rook, since Rook has 0 0-cost card that can be drafted, 1 card that can improvise 0-cost card, and 3 cards that can generate extra actions.

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5 minutes ago, RageLeague said:

Do anyone feel like flekis is now ridiculously hard now? I'm on prestige 0 and for some reason his whirlwind can deal 10 damage per hit and like 6 hits total(or 8, i can't count) and an average deck at an average situation can negate maybe 3 or 4 hits.

He hits 7 times but normally not for 10 damage on each hit though. Had a look at one of my recordings from 2 days ago. First time he uses Whirlwind was for 35 damage, second time he did 38. So I guess they must have buffed him?

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2 hours ago, RageLeague said:

Do anyone feel like flekis is now ridiculously hard now? I'm on prestige 0 and for some reason his whirlwind can deal 8 damage per hit and like 7 hits total and an average deck at an average situation can negate maybe 3 or 4 hits. In addition, building a deck that plays many cards per turn is nearly impossible for rook, since Rook has 0 0-cost card that can be drafted, 1 card that can improvise 0-cost card, and 3 cards that can generate extra actions.

He has multiple cards whose cost can be reduced to 0 (based on charge, overcharge, empty or full charge). You can also get "weakness" cards that help: one effectively plays 3 cards for 1 action, and another applies a generous amount of cripple. You're also meant to save the scrap/junk items for the whirlwind turns. And while the damage of a single hit can go up to 8, most are lower than that.

That being said, if you don't draw anything useful on the turn he whirlwinds, you will die. I've had no trouble with him even on high prestige, but I could see an argument for giving the junk items "sticky", or the "weakness" cards both "sticky" and "expend", to smooth out very bad luck.

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