Promoted Update Available Now!


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release_poster_06_25_20.jpg

This update adds a Brawl mode for Rook. Once you've completed his story at prestige zero, you will be able to play accelerated runs working out of Hebbel's bar. We've also added some additional 'promoted' enemy variants that only come out at prestige one or higher. Also, Rook's parasite mechanic has gone through a bit of an overhaul. He gets infected a bit later, the cards upgrade a bit faster, and always get more powerful until they reach a useful end-stage form.

Our next major update will be on July 16th. If you'd like to follow along as we develop the content for that, check out the experimental build! New stuff will start showing up there next week (like this little guy!):

hesh_creature_idle.gif

 

And of course, this build also includes a whole lot of bug fixes, balance changes, and UI improvements! 


Patch notes:

Spoiler

PERFORMANCE / SYSTEM

  • Machines with 1080p monitors (or less) will load optimized textures to reduce memory overhead. These can also be loaded on any machine by selecting low level of detail in the options menu.
  • Disable startup data CRC checks, which were very slow on some machines. CRC-check data_scripts folder only.
  • added --ignore_gamepad command line option, for players with incompatible devices
  • Split data archive into smaller parts, so that patches can be smaller.
  • Fix for windows media keys being misinterpreted as game control.
  • Added force-mono option for audio
  • Added a "mute on lose focus" audio option 
  • Make the game work properly in really really wide resolutions (like 31:9)

UI

  • Making the Choose Cards From Hand panel become visible again when clicking anywhere on the screen if it's hidden. For people who don't see the button
  • Adding a gamepad hint to the quest option in Location Screens, so players see how to toggle between agents/convo easier
  • Added tooltip for upgrading pets to explain that upgrading and training your pet are two different things
  • Fix a bug causing a small delay and superfluous sounds whenever discarding a card.
  • Lightning Rod now previews the Conductor card in its tooltip.
  • Set overlay mode to Conversation during LootScreen so you can also upgrade directly from the deck viewer UI.
  • You can now select, target, and play cards entirely with the keyboard (for accessibility).
  • Make the quit-to-menu language more explicit, to prevent save deletion confusion.
  • Add a "continue" button to the main menu, to get into the action faster.
  • Making Confirm-Selection the default setting in options. Reverting the Confirm-Selection requirement from the Card Shop, Card Draft, Pick Coin, Pick Graft and Pick Legacy screens
  • Fixing the font size on the Beta message popup
  • Fix menu layout after returning from viewing tutorials.
  • Avoid hyperlinking locations with no description.
  • More robust tracking for Clickables which animate_out.  Fixes edge case where it is possible for buttons to remain unclickable if they are animated in before the animate out completes.
  • Added the BOSS_FIGHT flag to the brawl boss fight
  • Adding UI scale support to the Credits Screen
  • Preventing people from leaving the Deck Screen while it's animating out, which allowed them to remove as many cards as they wanted.
  • Fixed bug where cards that weren't unlockable were being shown as locked
  • Fix floating point resolve for Potential Enemy argument.
  • Fix controller reticule scaling and positioning issues that happen when you resize the window
  • Fix img= format text for a few french UI strings.
  • Adding a tooltip to confirmation buttons explaining they can be disabled in the settings
  • Prevent crashing if img= text formatting is incorrect.
  • When hovering through card upgrade options, the hovered card is brought to the front, so it's easier to read
  • Allowing the location info popup to be closed with Escape
  • Added scroll-wheel support to the Relationship Screen
  • Adding a confirmation stage to the Card Shop, Card Draft, Pick Coin, Pick Graft and Pick Legacy screens. For mouse mode
  • Adding a confirmation popup when leaving loot behind
  • Preventing the Enemy Reserves from getting hidden by the quests in combat. Hiding the quests button tooltip when the quests list is open.
  • Preventing the Outfits button from being locked when only one outfit is unlocked
  • Locked cards are no longer clickable
  • Hiding the small cards in tooltips for CardArrangement cards in Small Screen mode
  • don't use ESC to cancel out of drafts 
  • Hiding upgrade info on the Card Popup for cards that have an upgraded version, but don't upgrade themselves to it
  • Showing health-related keywords (panic and defend) and death-loot keywords on the Fighter Info popup. Also replaced the previous custom keywords block with the Keywords Widget
  • Displaying the locked cards in the Compendium as locked
  • Lowering the bloom on buttons. Also adding text-shadow to IconButtons. And changing the resolve color on buttons to UICOLOURS.TITLE instead, since the Resolve and the buttons are the same color, so they were unreadable

BALANCE

  • Changes to parasite:
    • Parasites now always increase in rarity when they hatch
    • Twig and Stem are now Basic rarity
    • The event that gives you your parasites now happens at the start of day 2 instead of day 1
    • Added a "final" parasite in combat and negotiation
    • Added the "Scrub" uncommon negotiation parasite
    • Slightly reduced the max XP of some of Rook's negotiation parasites
  • Boosted Grunt is now 3-5.
  • Fused Collider is now applied before other cost-affecting effects.
  • Fan The Hammer now spends charges in OnPreResolve instead of OnPostResolve so things like Mark function properly
  • Reduced pre-boss negotiation difficulty in the brawl from rank + 2 to rank + 1
  • Increased base defend on Boosted Surge by 1
  • Force Compression no longer makes 0 cost cards cost 1
  • Make ulcer, sick remove on rest
  • Fixed bug where Psimulacrum wasn't affecting Recall
  • Memorization Implant no longer reduces the chosen duplicate card cost to 0.
  • Adjusted the xp required for some of Rooks negotiation cards.  Some still had old values assigned to them.
  • Buff Carapace Fragment.
  • Reworked slippery_plus2 to use Improvise+ 
  • Protect no longer affects targeting while the owner is stunned
  • Specialty now shuffles your discard to your draw if your draw pile is empty
  • Multiple stacks of Viciousness will now increase its duration
  • Foresight now gains 2 bonus resolve per stack
  • Reversed order of effects on Twisted Roughneck for clarity
  • Chemists will now sometimes defend
  • Vapor Vial now only affects cards until they are played
  • increase defense granted by shuffle step by 1
  • Rook now gets to recover some resources while camping
  • The Mech Survival event no longer occurs in Sal's brawl and is restricted to Rook's brawl
  • Forced Compression and Call To Rise can no longer affect cards with variable cost
  • you get .5*SHILLS XP at the end of a run, not .01*SHILLS XP
  • Reduced max health of the chemists
  • The healing from the Chemists' Vapours skill has increased but the number of targets healed has been reduced to 2
  • Rook hangs out alone at night, and has a couple fewer quests
  • Damage from Efficient Disposal now stacks.
  • Purple Haze is now: Whenever you play a card, draw a card and then discard a random card in your hand.
  • Ether Hook is now Improvise+
  • Skittish is now also triggered by allies fleeing
  • Clean Slate now also affects bounties.
  • make both brawls a little bit shorter
  • Add new level 1 advancement that spawns Promoted versions of defs with a 25% chance.  
  • Thieves Instinct now improvises 1/3 cards, as per standard Improvise rules.

FIXES
Combat/Negotiation

  • Vantage: Should now correctly calculate card costs that have modifiers.
  • Secret Intel: Clearer argument text to indicate that you will gain the argument upon destroying it.
  • The Bandit Thief's Pin Down attack no longer pins a card if evaded
  • Fixed bug where Ricochet would not trigger if your attack killed the target and they only had 1 remaining ally
  • Ether Hook can no longer improvise upgrades in order to avoid seeing multiple upgrades of the same card
  • Fixed bug where bleed cards would deal damage to you after winning a battle if the enemy ran away
  • The Grout Boss treasure burrs now use DealCards() to give you your cards back to prevent losing cards when your hand is full
  • Fixed bug caused by Smith's Two Fisted graft
  • Fixed bug where the upgrades of fan_the_hammer were using OnPostResolve instead of OnPreResolve
  • Remove some deterministic random usage when generating targets that was causing the same target to be picked across multiple cards.  This isn't needed anymore because we generate and store secondary targets explicitly.
  • Nil-check a number of condition applications, fixing a crash if the original fighter died or if the stacks were modified to 0.
  • Reworked how Evil Eye is handled. This mean it now gets spent by cards like Compliment since they get the damage increase
  • Annihilation Cage now clears the sticky flags at the start of the next fighters turn to prevent confusion about the sticky keyword
  • Fixed bug where Bog Boil wasn't restoring resolve
  • Bog Boil no longer skips the first turn if the owner is the player
  • Fixed bug where changes from CALC_TARGET_MOD were not affecting the UI's auto-targeting for things like RANDOM1 and TEAM
  • Fixed description of Toolbox
  • Using Clean Slate or similar cards to remove (instead of destroy) FIGHT_ALLY_SCARE now removes the core arguments shield
  • Fixed bug where Rentorian Battle Armor kept applying power every turn
  • Fixed bug where Spear Head wasn't removed at the end of your turn
  • Fixed bug where Spear Head affected counter attacks 
  • Fixed bug where Viciousness didn't consider damage from conditions
  • Card text consistency: Use "Hits all enemies."
  • Remove redundant hit animation when Twig triggers.
  • Fixed bug where Threekwa's Cautious condition would remove power when other fighters lost their defense
  • Fix Worn out having an invalid assignment for max_stacks.
  • Fix Tomb Relic crash
  • Fix potential soft-lock with Smith when playing Power-Trip into playing Targeting Core w/ Sketchy Equipment and ending turn. 
  • Fixed bug where footwork wasn't using CalculateActionCost and instead using the cards base cost
  • Fixed a bug with Admiralty Patrol Leaders occasionally not attacking due to protected allies.
  • Fixed bug where parlous_concept was checking for the battle item card flag instead of negotiation card flag
  • Fix misleading text on Visionary Hammer.
  • Fix the Serrated Edge also applying for any allies.
  • 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.
  • Fixed multiple bugs related to cards assigning their target_count in START_RESOLVE which is no longer possible
  • Added a CanPlayCard to Screamer to ensure you don't play it with a full team
  • Stinging Eyes is now handled with a CALC_TARGET_MOD instead of manually setting target mods for cards
  • Hooked up the new condition highlighting to the WANTED_DEAD and WANTED_ALIVE conditions
  • Fixed bug where Kashio's max health changing made it different than her holo clones
  • Reworked the handling of Burnout cards
  • Fixed crash caused by efficient_disposal_plus
  • Fixed bug where Vroc Plume and Targeting Core were not passing themselves as the source when applying conditions
  • Description of Efficient Disposal now updates to reflect multiple stacks increasing the damage, also fixed bug where it was scaling both number of targets AND damage
  • Fixed bug where Spear Head didn't work due to recent changes to when START_RESOLVE occurs
  • Copy opponent intents array before playing opponent intents.  This fixes a potential crash if an opponent intent caused removal of another intent, such as with the Drunk bounty.
  • Replace usages of 'count' with 'stack'.
  • Suppress secondary target validation for AOEs -- those should never retarget!
  • Spear Head now increases in duration per stack
  • Fixed bug where the Grout Mine in the boss fight didn't have the grout burr condition on it
  • Fixed bug where Pale Fast Talk wasn't changing its cost outside of your hand
  • Spare Magazine now uses the Temp power keyword
  • Reworded Caprice to use "Hostility" and not "Hostile"
  • added flavor to all of Sal's negotiation cards
  • Don't override upgraded item fields.  Fixes Important Admiralty Intel being classified as Common rarity.
  • Added missing upgrade text for Resolute Signet
  • Fix Focused Doom potentially being applied to targets without morale.
  • Vendetta no longer forces retarget for AOE attacks.
  • Let TARGET_TYPE.ALL target any fighter (although there aren't any such cards atm)
  • TARGET_TYPE.SELF with TARGET_MOD.TEAM should only target the card owner's team.
  • Added new attacks for the upcoming elite units for the admiralty, bandits, jakes, rise and spark barons (all using placeholder anims and not used in any of their behaviours yet)
  • Reworked Mixology to restore health instead of resolve
  • Volatile Substance is no longer piercing and only hits 2 targets instead of all
  • Clarify Bog Boil description as per a suggestion. Thanks!
  • Take Vendetta handling out of the weighted target pick -- it should not be a weighting factor, but a CanTarget constraint.
  • It is possible to apply Targeted to an Surrendered enemy to direct fatal attacks.
  • Battle.Cards now maintain both primary target and secondary_targets, which are maintained across preview and resolving, instead of relying on the secondary targets being regenerated deterministically.  This fails due to the weighted target pick, which is stateful, and changes between preview and card play.
  • Added a new attack for the upcoming elite laborer unit
  • Fixed bug where Discharge wasn't changing target_count correctly
  • Parlous Concept can no longer improvise item cards
  • Moved Auto Tracker to Uncommon
  • If an explicit target is passed to ApplyPersuasion, use it and do not validate.  Fixes a bug which caused Double Edge to attack your own arguments if defended by an argument who returned false for CanTarget( enemy ) (eg. Airtight).  Any caller using a non-nil target parameter should ensure it is valid for its purposes.
  • Fixed bug where counter would target a random enemy instead of the one attacking
  • Grout burrs re-emerge in formation when new allies join to avoid overlapping fighters.
  • Update text for Formation to indicate it is removed when health is lost.
  • Remove an unnecessary queued idle that would cause a delay when using certain items or skills.
  • Call In Kalandra no longer requires targeting
  • Fixed bug where the action loss from exertion was decaying instead of being a single time
  • Fix Bog Coil description to indicate restored resolve is only equal to resolve lost, not applied damage.

Localization

  • Type-check card_list macro so string formatting doesn't crash.  Happens easily if localization files are out of date.
  • Fix localization of Ammo, Shrooglet Frenzy, Maternal Instinct.
  • Make backspace work correctly when inputting Chinese text.
  • Localize relationship negotiation modifiers.
  • Updated Russian translation disclaimer text.
  • Fix localization of Pinned and High Value Target
  • Localize instructional draft text when using Veteran, Charisma, or Toolbox mutators.
  • Localize relationship preview strings.
  • Use localized modifier and card names when compositing list of modifiers applied.
  • Use localized Lucky Coin name and descriptions when applying them to the core argument.
  • Localize outfit names on the unlockinspectorscreen.lua
  • Fix modifier descriptions not using localized text when a desc_fn is present.
  • Fix modifier descriptions not using localized text.
  • Localize modifier strings for Bad Credit and Bargaining.
  • Localize morning mail dialog strings.
  • Localize friend & enemy killed notification events.
  • Localize Whispered Rumors argument text.
  • Localize Bargaining and Bad Credit graft names when showing up as a payment modifier.
  • Localize raider's Raid attack: X shills stolen!
  • Localize agent name on the character progress tooltip in the New Game screen.
  • Localize objective text for Visit the Hesh Outpost.
  • Localize heckler argument description.
  • Fix localization of Acidic Slime.
  • localize the situation modifiers
  • harvest legacy strings for localization
  • Use Localized card name when confirming card removal.
  • Localize Warp Vial effects.
  • Localize Evaded! popup text.
  • Core Collector: Localize the password options.
  • Core Collector: Localize turns for reinforcements message.
  • Localize "Shielded" description when it appears in an argument tooltip.
  • Localize boon services.
  • Localize intent turn delay string "Occurs in X turns"
  • Localize Unlock tracks.
  • Localize some strings in the GameOverScreen, NewGameScreen (unlocks), and UnlockInspector.
  • Localize various strings in the New Game flow, including titles for act, character, save games, and outfits.
  • Fix unlocalized portion of Hilt Bash card text.
  • New chinese translation updates
  • Back Channel Negotiations: Localize return_to_giver objective text.
  • Plax nameplates now use the agent to localize the string correctly.
  • Fix formatting for CONVO.SAL_STORY_DAY_1.STATE_TALK.DIALOG_TALK_ABOUT_GIVERS
  • Update the font weight for chinese
  • Update korean glyphs.  Fix incorrect font title/body font for kr/jp.
  • Added chinese translation
  • Core Collector: Localize passwords
  • Potential fix for circular focus directionality.  Clear focus dirs when detaching a card from its arrangement.

General

  • Disable previously selected mutators if mutators are not unlocked
  • Fix for crash when killing the core argument with AOE in sal_brawl_scare_off.lua
  • Improve the flow of side_termination_of_command.lua when you meet the admiralty officer on the beach
  • Fixed bug where the admiralty character in event_sal_gets_an_envelope.lua wasn't killed correctly
  • Capture Nadan: If the noodle chef dies before picking up the oshnu, Nadan hires someone new to deliver the oshnu, instead of crashing the game.
  • Fix speaker during picnic conversation with Kalandra
  • Fix the spelling of the first word of the game (You're welecome!)
  • Make sure an act_id exists from a save file before trying to access its data
  • Have opponent negotiation quips use {self} in case the primary cast member is not the person you are negotiating with.
  • Fix missing { spark_barons ? conditional when speaking with Kalandra causing the chinese dialog to be incorrect.
  • 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. 
  • Fixing the invalid quest rewards being shown in the brawl
  • Fix potential crash with attacking someone who has left the battlefield (specifically, if a Clerk Surrenders and is replaced by a Reinforcement while processing an AOE)
  • Fix potential crash when replacing graft if offered a graft you already have.
  • Fix potential GetAudioDevices crash if queryDriverInfo fails for a given index.
  • Fix infinite recursion parsing Charge tooltip text in German.
  • Fix possible crash filling out bartender chat options: nil-check 'who'
  • Fix being able to trash cards in combat, or in a card shop
  • fix quest desc in sal_brawl_win_the_crowd.lua
  • Fix crash when destroying core argument with AOE at the end of side_termination_of_command.lua
  • Fixed typo in description of Visionary Cynotrainer
  • Fix crash when playing 'death' anim if the AnimFighter had no shadow.
  • moved zealot pose back a bit, to help with clicking in combat.
  • Fix crash when accessing cards that have upgrades, but no xp.  These two things should be decoupled, but can also happen if upgrades are added after the save was created (thus the original card may not have xp assigned)
  • Fixing the title on the rewards widget, so it doesn't consider short localized strings to be numeric rewards
  • Added nil-check to RewardUtil.GetBossCards

MISC

  • Added Rook Brawl mode
  • Changed the possible patrons in Rook's brawl to be from the Grout Bog
  • Bought pets have names
  • make kill/spare quests a lot more clear in brawl
  • Added HATED -> DISLIKED to the LIKE opinion delta
  • Localize the CrashReporter text, add a link to the Klei support pages, and add some new art to hopefully smooth things over. 
  • Add a user-friendly UIHelpers.SaveTextureAsPNG for modders and data harvesters
  • The jakes_lottery.lua quest now only shows up if you can afford to gamble at least 50 shills
  • Added pool_cards to the auction's "Bid" card so you can see the options
  • Sal no longer faces the automech boss in her Brawl
  • Added the new Promoted Admiralty Goon
  • Added the Bandit, Laborer and Jakes promoted defs (commented out until the builds are ready)
  • Hooked up the Promoted Bandit Thug
  • The dodgy scavenger can now offer you replacement grafts.
  • Pengemunt shows up at Rook's camp rather than at the bar
  • Suppress "Not in hand" error messages when you try to play a card and combat is over.
  • Adding Space keybinding to end turn in combat and negotiation
  • 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 compatibility handling for deleted mutators.
  • Suppress fssh bonus on the very first playthrough.
  • Prohibit promoted character defs in brawl by querying QuestUtil.FilterPromoted.
  • Update the brawl structure to allow for switching home locations on the fly
  • fix up some ids in the sal_brawl to make old sal brawl saves work
  • event_sal_expects_the_inquisition.lua now checks that you have at least twice the necessary shills as to be less punishing if you can only barely afford the tithe
  • fix opponent team being weird and cloneful if you lose a negotiation and have to fight during handler_spree_prisoner_exchange.lua
  • Fix tutorial text not pulling the first character following the ** when being parsed.
  • Add new-line to TextNode missing image warning.
  • Unassign clue_1, clue_2 when activating go_to_woods to avoid triggering failure if you kill the guilty_agent there.
  • Fade in game over screen.  Fix janky screen flow when winning brawl.
  • Hack in a transition idle after playing negotiation winces.
  • award prestige levels for brawl wins
  • Keep track of what location BGs a player has ever seen. Filter the list of brawl BGs using this info (this will look weird for people who have already unlocked brawl until they play another main game run)
  • Bandit captains can be patrons in murder bay
  • Remove shadows from grouts.
  • Suppress click sound & handler when mouse-clicking on a disabled card that is already sold.
  • update names to remove some used generics
  • Move target_ent lookup when handling Counter viz to closer where it is used (after delay) to potentially resolve nil access.

SMITH

  • Back by popular demand. The following Smith Negotiation cards have been reworked and re-added to the pool:
    • Ad Hominem
    • Who? 
    • Refusal
    • Rescind
    • Know a Guy
  • Reworked how bottles are handled in Smith's combat
  • Fixed bug where Two Fisted wasn't correctly registering the bottles added
  • Fix crash when triggering Two Fisted.
  • Added two new Smith negotiation grafts 


 

 

 

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1 hour ago, Kevin said:

Also, Rook's parasite mechanic has gone through a bit of an overhaul. He gets infected a bit later, the cards upgrade a bit faster, and always get more powerful until they reach a useful end-stage form.

Thank you for this! I was having so much trouble trying to level those cards.

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Still got final 15th prestige to unlock for Rook, let's see how the new patch plays out.

The 1st thing i did every Rook run was getting rid of 2 parasite cards ASAP (after 1st quest) so it should be easier to manage early game

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I think our new blue-pink friend is related to Smith’s campaign.  Will probably get added to the pet seller as a teaser of more upcoming content. Don’t really see anywhere else it could fit, Sal barely spends any time near the water, and it doesn’t look like anything else that lives in the Bog.

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Quote

If the noodle chef dies before picking up the oshnu, Nadan hires someone new to deliver the oshnu, instead of crashing the game.

The wording of this tickles me, as if it suggests that Nadan throws a tantrum and personally crashes the game lmao

Quote

Added HATED -> DISLIKED to the LIKE opinion delta

Does this mean you have a chance to improve a relationship with someone that hates you? Because I'm JAZZED if that's the case

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On 6/25/2020 at 10:21 AM, Monoris said:

Still got final 15th prestige to unlock for Rook, let's see how the new patch plays out.

The 1st thing i did every Rook run was getting rid of 2 parasite cards ASAP (after 1st quest) so it should be easier to manage early game

They hatch into useful cards later in the game.        Taking them out reduces your max health. Not sure how that is easier to a mange considering how many battles you have to endure through the day.   But then again what do I know since I'm still only at prestige 2.     Might be different    on higher prestige. 

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