[Game Update] - 412796


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  • Developer

Hey Grifters,

Here are some fixes! Have fun!

  • Add new brawl quest with a special negotiation
  • Fixed bug where Trauma was being triggered by non-attack cards
  • Added three additional cards to Smith's Flask
  • Reworked Slug Smash
  • Removed Nepotism from Smith's base negotiation deck
  • Trauma no longer decays
  • Fixed bug where Nadan would force you to flee if he was on your side in battle
  • The Best Defense: Fix invalid objective activation if you killed the target before finding where the defendant was taken.
  • Fix crash if surrendering with no morale (eg. drones)
  • Reworked the First Aid boon to heal you when you remove debuffs
  • Add specialized ally-killed quips for pets, grout.
  • When upgrading cards, re-apply dynamically added flags (like FREEBIE) so they aren't lost.  eg. Memorization Implant -> Pure Style draw on the duplicated cards.
  • don't hide morale bar if it is greater than health, because triggering Flee via morale (vs Fleads, etc.) looks incorrect if the bar disappears.
  • When Surrendering, use DeltaStat to clear morale instead of SetStat so the UI handles the event.
  • The Pain Train can now be triggered from anywhere in your deck and has been moved to Rare
  • Reworked Rib Cracker
  • Localize % seen, and % installed strings in the Graft Compendium.
  • Oppress now correctly passes itself as the source of the Dominance it provides
  • Fixed bug where Conductor wouldn't override cards like Red Herring
  • Graft rarity/type strings are now a single string instead of a concatenation, to make it easier for translators.
  • Fixed crash caused by Ricochet triggering on hits that had no damage
  • fix casting in handler_spree_neutralize_guard so that it can run more often
  • Disrupt is now a debuff.
  • fix cancelling a remove card selection
  • add nil check for cases where there's not audio enabled
  • add some nil checks to card removal confirmation
  • crash fix in sal brawl widget
     

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It might have been warranted, but it's really narrow now, especially for Sal. Sources of debuff removal are extremely rare. In fact, Sal only has access to one random upgrade of Feint, Combat gauze, and Triage (which requires killing Smugglers!). Rook has Brain parasite and Fever, Smith has the Swish thing. That's it.

Old First Aid was the only reliable source of debuff removal. I understand the argument that it was too strong, but I think this is going too far in the other direction.

EDIT: it's also an indirect nerf to bleed decks for Sal. Bleed decks were very good at procc'ing First Aid, which made Sal effectively immune to debuffs. No such thing anymore.

Edited by pacovf
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It's good but very specific, and it doesn't stack. Further more, it's too op for smith, because he heals every turn, nulling any debuff that doesn't remove until end of turn.

Speaking of smith, gnarled effigy is actually good for smith, because it deals 1 damage to self every time you play a card, gaining moxie. This makes one of the most detrimental bane to something actually beneficial.

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That’s a good point, but we don’t even know yet if Jakes will be involved in Smith’s campaign (cf. Spree/Admiralty in Rook’s campaign, Rise/Barons in Sal’s). At any rate, the current version is competing for the title of weakest Boon in the game.

I’m amused by the idea of Smith getting stronger by pissing off Priests into cursing him. Seems on-brand.

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1 minute ago, pacovf said:

That’s a good point, but we don’t even know yet if Jakes will be involved in Smith’s campaign (cf. Spree/Admiralty in Rook’s campaign, Rise/Barons in Sal’s). At any rate, the current version is competing for the title of weakest Boon in the game.

I’m amused by the idea of Smith getting stronger by pissing off Priests into cursing him. Seems on-brand.

I think it's highly likely. There's always an unlawful faction in everyone's story so far, and the only two unlawful factions unused are jakes and boggers. They also added an extra jakes class recently, at the same time as they added an extra cult class.

For the new smuggler boon, it might count when debuffs are removed naturally through decay, similar to how buildup counts argument(inceptions, for that matter) removes naturally. This might change how good the first aid boon is.

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If the current iteration's too specific and the old one's too strong, maybe just a nerfed version of the old First Aid boon then? Instead of removing a debuff altogether whenever healing, it reduced a random debuff by 1 stack. So healing while having 2 Wound stacks reduces it to 1 Wound stack instead of no Wound. 

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