Developer Kevin Posted May 8, 2020 Developer Share Posted May 8, 2020 Hey Grifters, Today's build add a bunch of new cards for Sal, and a lot of changes to prestige 2 negotiations. The Sal brawl isn't quite ready to show yet. I hope to show very rough version tomorrow. Added new Improvise-focused cards for Sal The Bogger Clobber no longer has Shield Bash while on your team Suspicion now reduces by 1 at the beginning of the NPC turn, and always reduces Diplomacy damage by 1. Suspicion+ reduces it by 2. Fixed bug where Smith's Boosted Flask could infinitely improvise chug Fix Proposition descriptive text Fatigue sets in before any begin turn triggers, including Defend loss. This specifically allows you to block damage caused by Fragile Health. The Admiralty Patrol Leader's Mighty Thrust is no longer piercing. Fix Admiralty Patrol Leader's Protect buff from disappearing immediately. Admiralty Patrol Leader's Prepared Stance now scales with difficulty. Fixed bug where Resonance was adding Efficient disposal Fixing the focusing order for the cards in hand, on gamepad mode Bleed and the Volatile Spark now trigger after Skeletal Suspension Chaser is now: restore 10 resolve, insert 2 Slurred Speech into your draw. Appropriator now takes 2 cards on Prestige 2. It no longer boosts damage, but destroying it creates Impatience. fix crash in graft upgrade screen Fix description of bog_blaster Dilemma no longer resets its cost when played Keenskin now also triggers off bounties. Fixed description of the Projector condition Fixed bug where projector required targeting and the condition was hidden Remove the weird 'eruption' intent for bandits, it almost never shows up and is indistinguishable from regular damage intents. Eruption+ gains resolve as well. New foreman negotiation behaviour that supports prestige 2. Add language disclaimer to all supported languages. CardShops now have the actual card instances instead of just card IDs (necessary so that card start xp can be based off the modified max_xp provided by Unnatural Growth) Changed all cards that used Autoplay to trigger at the end of your turn instead. This means they no longer count as card plays. Fixed bug where Warp Vial wasn't changing its flags correctly Fixed typo in desc of Reuse Smith's Flask can now only improvise Chug twice in a row Fixed bug where Rugged Wiring could give negative power if you were struck before the start of your turn Added new Improvise-focused cards for Sal Fix Tyrannize providing Dominance even without Influence if you played it via Duplicity. Fix By The Book being able to resolve against the core argument if double-played via Double Duty or the like. Psimulacrum and Insistence only creates duplicate modifiers after removing themselves to prevent infinite loops. Fix upgraded Quick Strap not showing the limited-upgrade UI. Fix the scavenger event offering you battle grafts you already have an upgraded version of. Show all "Assassin's Mark" cards before dealing them into your draw. Pale Ergo is now Visionary Ergo. It had to be done! Don't add duplicate feature ids to keyword widgets. Brainwash+ adds Impatience for each Propaganda card you have. Secret Shopper: Fix modified prestige payment payment. Fixed description of shatterguard Added new Smith cards to support Trauma Allowing the gamepad to switch between convo options and plax agents. Also hiding the Travel option if there isn't an Open Map button. Reduced the damage and wound dealt by the Enforcer call in card Reduced the amount of charges of the Rise Rebel call in card from 4 to 3 Fellemo's call in attack now hits 4 times instead of 5 (same overall damage) The tooltip for the Doubt inception now states that its damage increases per count. Adding a filter sidebar to the deck screen Fix Strained Rant not factoring in cost modifiers to the discarded cards. Drawback is now "...cost 1 less until played." refresh card order when reinserting into a CardArrangement. Fixes wrong ordering for cards when being triggered. Brainwash now shows the Propaganda card in its tooltip. View full update 6 1 Link to comment Share on other sites More sharing options...
ArtixBot Posted May 8, 2020 Share Posted May 8, 2020 (edited) Something weird seems to have happened to the compendium. Searching for anything in the compendium forces me out of fullscreen mode, and I can't F8 anymore while fullscreened to report bugs. Edited May 8, 2020 by ArtixBot Link to comment Share on other sites More sharing options...
RageLeague Posted May 8, 2020 Share Posted May 8, 2020 The change for appropriated+ and brainwash+ are really spicy. It makes AOE or random target cards potentially very dangerous. Haven't tried a full run yet to see how much more difficult the negotiation is now. 1 Link to comment Share on other sites More sharing options...
RageLeague Posted May 9, 2020 Share Posted May 9, 2020 I feel like brainwash+ is too strong right now. If you have even 1 propaganda anywhere, when you inevitably destroy that argument through coin damage and random target effects, you are basically screwed. Also the fact that the opponent gain more impatience as you have more propaganda in your deck makes getting more than 1 propaganda unrealistic. The thing is that when negotiating with the rise, you need propaganda cards because otherwise you can't play any of your cards. Link to comment Share on other sites More sharing options...
SpicyNiceCream Posted May 11, 2020 Share Posted May 11, 2020 Not so tough now eh? Where are you toys Kashio? Kashio turns out to be the easiest boss in brawl mode. 4 Link to comment Share on other sites More sharing options...
Maniafig Posted May 11, 2020 Share Posted May 11, 2020 I've been messing around with improv-based decks, these are my findings so far: -The best improv synergy I've come across so far is Tall Deception paired with Pale Backstab and Boosted Blademouth Beating, these both benefit greatly from the +5 damage from Tall Deception. This is also the most consistent improv combo, since Deception only improvises attack cards. though I do believe Deception is also capable of improvising damage-dealing item cards, so that should be fixed or clarified. -Tall Deception also just works well with other multi-hitting cards like Target Practice and Discharge or AoE cards like RPG and Drusk Core. -Sippery is quite good since you have more control over your discard pile than your draw pile. Boosted Slippery is tempting, but it's hard to get much extra value from the extra improvised card, I'm wondering whether the current upgrades are that interesting to pick from. Other ideas are Pale Slippery which gives less defense but is free, or Improvise+ to increase the odds of getting the specific card you want. -I've not given Crusher a shot, but I can't imagine it being that good, if you play enough improvise cards to actually reduce its cost to 1 or 0 then most likely you've used up the energy you need to actually play those improvised cards. Better to stick to simple 2-card combos rather than improvising a hand full of cards you can't actually play. -Muscle Memory is neat and its duplication effect can effectively create additional charges for limited use items. I can't see myself ever not picking Pale Muscle Memory though. The effect is aslo finicky as to whether it considers the duplicated card to be improvised or not, it works with some Improv cards but not with others. -Zig Zag has an underwhelming effect when improvising Maneuver cards compared to inflicting Wound(s) and it doesn't give anything when improvising an item card. -Trained Strike is just not worth building up, by the time you improvise it enough times to finally outperform Backstab and Blademouth Beating the combat should've already long been over. -The Slip and Prediction suffer from having no cards that specifically improvise Maneuvers from your deck or discard pile, making them very inconsistent. Of the two, The Slip offers a much greater pay-off and is worth picking for the 8 Defense on Stone Slip alone, Prediction needs a stronger effect upon being improvised. -Resonance and Projector I've also not given a shot yet, but their payoffs don't seem worth an inclusion in the deck. -Blademouth Beating should theoretically be able to be improvised from Thirst, which is a neat synergy. Same for The Slip and Prediction from Thieves' Instinct. -There's no targets that Lifter Claw can improvise that have special Improv-based effects, but the card itself is really cool and fun to use. Its random targeting effect can be mitigated by choosing cards that have a specified targets (gain defense cards) or AoE cards. -Some other design space that hasn't been used yet regarding improvise: An attack card that improvises, abilities that let you improvise a card from the deck/discard pile at the start of every turn, grafts that support an improv playstyle. Overall I do like the playstyle, so I hope it gets expanded on! Constantly having to choose which cards to improvise adds more thought and control to combat, but it's also balanced by the fact that most improvisation cards by themselves have relatively weak payoffs and rely on combo pieces to reach full potential. Also, Fracture's temporary card art is rather offputting, I hope it doesn't like that when it's finalized because I wouldn't want to add a card that looks like that to my deck. 2 Link to comment Share on other sites More sharing options...
RageLeague Posted May 12, 2020 Share Posted May 12, 2020 I'm not sure which update is Shifty+ added for Jakes, but it's very strong(whenever this takes unmitigated damage, also create a ploy argument). You basically have to one-shot it with heavy damage, and make sure you don't accidentally hit it with like rook's coin, or smith's core argument. Smith's argument is particularly interesting, because when Shifty+ is created, it can immediately become the target of confrontational, and it will create a ploy argument, which can trigger the same thing again. This can make the negotiation extremely hard. Also, the ploy created from shifty+ are affected by impatience, which makes it extremely hard to deal with when the opponent has some impatience. I don't really know how I feel about the opponent having arguments that you don't want to hit because it's bad for you. Before the bunch of changes there's really brainwash that you don't want to hit, and that's not because it's bad to hit it, but it's sort of good to not hit it. These new changes such as the new appropriated, brainwash+, and shifty+ can invalidate a lot of existing strategies, particularly Smith's entire existence. Link to comment Share on other sites More sharing options...
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