Developer Kevin Posted June 9, 2020 Developer Share Posted June 9, 2020 Hey Grifters, Here are a handful of fixes for experimental (including today's hotfix stuff). This is mostly to keep the versions in sync - we'll start posting the new update content in experimental soon. moved zealot pose back a bit, to help with clicking in combat. Potential fix for circular focus directionality. Clear focus dirs when detaching a card from its arrangement. fix quest desc in sal_brawl_win_the_crowd.lua Fix sal_brawl crash Fixed offset with combat drones fx animation, revised fleads shadow to follow the chest symbol instead of the hips, and fixed drone thrust dust to do the same. Fix controller reticule scaling and positioning issues that happen when you resize the window Fixed bug where parlous_concept was checking for the battle item card flag instead of negotiation card flag Slightly reduced the max XP of some of Rook's negotiation parasites Fixed bug where Threekwa's Cautious condition would remove power when other fighters lost their defense Fix rarity colour not being applied to subtitle text when picking Lucky Coins. Fix hired members leaving at night even with the Loyalty mutator on. Added nil-check to RewardUtil.GetBossCards Move the parasite event to day 2 of Rook's brawl/brawl_util.lua Set the act progression at the start of the brawl so day 1 boss rewards are given out correctly Remove the Hollow mutator. Add some backwards compatability handling for deleted mutators. Parlous Concept can no longer improvise item cards Moved Auto Tracker to Uncommon Added the BOSS_FIGHT flag to the brawl boss fight Fixed bug where the upgrades of fan_the_hammer were using OnPostResolve instead of OnPreResolve Thieves Instinct now improvises 1/3 cards, as per standard Improvise rules. Call In Kalandra no longer requires targeting Fixed bug where the action loss from exertion was decaying instead of being a single time Removed redundant "hit_mid" anim from lumin_darts and lumin_kunai Fix Bog Coil description to indicate restored resolve is only equal to resolve lost, not applied damage. Card text consistency: Use "Hits all enemies." Remove redundant hit animation when Trig triggers. Fix floating point resolve for Potential Enemy argument. Better wording for Concussed description. Fix Worn out having an invalid assignment for max_stacks. Boosted Grunt is now 3-5. Type-check card_list macro so string formatting doesn't crash. Happens easily if localization files are out of date. make sure an act_id exists from a save file before trying to access its data View full update 2 1 Link to comment Share on other sites More sharing options...
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