[Experimental Update] - 422366


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  • Developer

Hey Grifters,

Today is a day for fixes! The update is nigh! Huzaah!

We'll be back to adding crazy things to experimental later this week :)

GAMEPLAY:

  • Mech Survival: Option for a Portable Bunker to hide in.
  • Rise Radicals Demoralize is now AOE, and happens at most once a battle.  Rise Radicals will spend a turn performing a minor buff twice a combat so they don't attack every turn.
  • Bait: shows as an argument with 2 resolve in tooltips.
  • Fix a bug with Scatterphase not triggering Surrender if it caused damage when gaining charges at the start of the turn.
  • Fix for Defect not applying immediately if you use a Call-in card to apply it.
  • Added two new smith cards: Thickness and Rampart
  • Power Through now reduces damage taken to 1 instead of 0
  • Changed desc of Slippery to be consistent with other references to "discard pile"
  • Fixed bug where the muddler card wasn't working
  • Defect now applies per hit of a multi-hit attack.
  • Multiple damage previews on a target with Defect will now correctly consider the number of stacks of Defect present.
  • Nadan's leap attack is now marked as a debuff and only applies a condition if the attack was not evaded
  • Gab: Now Expends.
  • Rename Rook's "Resonator" to "Oscillator" to differentiate it from Sal's "Resonance".
  • Boosted Crushing Blow is now 12-16

UI:

  • don't label the food in rook's brawl as "fsshcakes"
  • Adding a 'duplicated' visual state to the Card Widget and its tooltip

DAILY:

  • Remove score bonus gained from killing things.
  • The Feat UI shows the three states of a feat: Failed, Incomplete & Complete
  • daily_boss_health mutator no longer affects Kashio's holograms
  • Show daily cards in the "Other Cards" section of the Compendium.
  • Buff little/big score slightly.
  • Fix boss name in the daily progress bar.

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The "duplicated card" visual state looks amazing.

There seems to be a hard crash whenever an enemy surrenders in combat now (in Sal's campaign), though. Might be something up with Improvisation.

Edited by ArtixBot
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4 hours ago, Kevin said:

don't label the food in rook's brawl as "fsshcakes"

No, but Kevin this...this completely unravels my whole conspiracy about the main 3 bartenders knowing each other and being part of a secret organization together Order-of-the-White-Lotus™-style, pulling the strings and wielding the unsuspecting Grifters as their instruments of destruction...or that Fssh runs a catering business on the side...

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4 hours ago, SpicyNiceCream said:

oof Seems like someone saw my video.

Well , you can't do infinite damage anymore , but you can now have a high moxie and combine this with Slug Smash . We can combine this with Masochist , Pain Train , Juicer and other cards with moxie and adrenaline sinergy .

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8 hours ago, SpicyNiceCream said:

oof Seems like someone saw my video.

It’s effectively a huge buff, unless you were going for some sort of infinite, or you were very close to dying already. 1 hp damage during Smith’s turn is actually healing you, on average.

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5 hours ago, SpicyNiceCream said:

This is just lovely.

image.thumb.png.44898ee981e055d5b751e883b702ed93.png

now, that's already impressive. 211 damage, is pretty good. but let's stop thinking about "complete lethals" and "actual sensible plays"...

i just realized you used blood flow. i was going to say this awesome thing about how you could go even higher, but you seem to already have that...

that being said... DOES BLOOD FLOW STACK. WE NEED ANSWERS.

Edited by Wumpus the 19th
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  • Developer

A couple of small small fixes are making their way to you:

  • Fix engine crash destroying a card showing the 'duplicated card' viz.
  • Change daily difficulty names to something sensible
  • updated chinese translations
  • Amend Untrained pet tooltip that erroneously says they are a disadvantage in negotiation, since they no longer are.
  • Change feedback screen "Title" to "Subject" which makes way more sense.
     
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On the subject of pets and how they affect negotiations, I don't really like how they're implemented now.

An untrained pet does 3 damage for one turn, and a trained pet does 3 damage until destroyed, but there is no longer any differentiating factor between pet species and how they affect your negotiation, which I really liked.

Edited by ArtixBot
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