[Experimental Update] - 421114


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Hey Grifters,

The great daily score overhaul has begun! There's going to be a buch of presentational work to make that better, but you can now see you score accumulate as you play a daily. The main UI is getting an upgrade this week to show more information as you play.


MISC:

  •     Show points accumulating in the UI as you get them during a daily run
  •     Change SceneGraphNode:SetTransform to apply rotation around the z-axis first, which is really what you want.  This fixes rotated fx in battle from clipping into characters.
  •     Preventing the Confirm button on draft screens from being clickable repeatedly, spamming the card animation
  •     Showing score reward to the Feats in the Daily Challenge screen

CARD STUFF:

  •     Fixed bug where Magnetic Charm wasn't passing itself as the source of the influence it provides
  •     Gnarled Effigy will no longer reduce your health if the battle is already over.
  •     Restring usages of "core resolve" to "core argument."

GAMEPLAY:

  •     Flead Queen: Fix presentation delay on larvae spawning.
  •     Boss Bit can no longer be damaged by Counter while Disruptor Field is up.
  •     Upgraded Lumicytes should attack when they have a Power boost, like their unupgraded versions.
  •     Upgraded Lumicytes now have Armored 2.
  •     Fixed bug where daily_escape_cave.lua wasn't incrementing it's difficulty correctly
     

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Please let us choose the first graft for the daily before doing the card draft.

Unrelated: please change "Diseased" so that it removes actual health, instead of maximum health (or remove both?). It's a completely toothless debuff otherwise.

Why does Upgraded Lumicyte only get Armored 2, when all other upgraded pets have Armored 4?

 

 

Edited by pacovf
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Finally finished today's daily (I found it even harder than the first boss rush but significantly more fun) and then got a LUA Crash ;-(

 

2 hours ago, pacovf said:

Unrelated: please change "Diseased" so that it removes actual health, instead of maximum health (or remove both?). It's a completely toothless debuff otherwise.

I actually like diseased as mechanic. It works against my leech build for example because while I can frequently heal back damage disease lowers the max health rendering it less effective.

It's even more interesting with Smith as if you use a regenerative build with less defense the stacks can nibble away at your top health leaving you lower on health after a fight with a diseased mob vs a straight damage one.

If they did rework it I'd rather it did both max health as well as actual health.

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Yeah both is fine. It’s a debuff that can barely be felt, unless you have a lot of self-heal and you let it stack for a while (ending a fight missing ~5 hp is a pretty ignorable effect). That’s rarely the case in Rook’s campaign, which is the main place where you see Erchins. And it does absolutely nothing for you if you get a pet erchin, which does happen relatively often - or would, if they weren’t horrible pets compared to the alternatives. I guess the latter is the bigger issue for me, but turning erchins into something else than free xp in Rook’s campaign would also be nice.

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