Developer Kevin Posted September 2, 2020 Developer Share Posted September 2, 2020 Hey Grifters, We have a new experiment for you today! It's the first pass of a new daily where you... negotiate with bosses. This also means that bosses now have negotiation behaviours. These are not yet used in the main game, but we have... plans about that. We also changed some meta-elements. Prestige is now tracked separately for brawls and the main game, because they really are different things. We've also added a little something to card drafting to encourage players to try cards that they haven't tried before. You should see it start to kick in after a couple games. GAMEPLAY: New experiment: Negotiation Boss Rush Daily Prestige is now tracked separately for Brawl and Campaign. Your Brawl and Campaign prestige level have both been assigned to your currently attained max prestige. Added Smith as an option for all the existing dailies (it's going live this time!) Added card draft bounties: we track every time you don't pick a particular card. Cards accumulate an escalating money reward when you eventually pick them. This should incentivize trying new builds over the long term. Fixed bug in rook_story_black_market.lua where you could name drop the guard to the guard to gain access. MODDING: Deprecate MountModAData. All mods are mounted with an alias equal to their id uppercased, by default. This can be overridden by returning a string in the alias field of the mod table (which is what MountModData now does) Saving a plax now tries to use the existing path if it exists in content already. String tables merge to permit mods to extend, for example, CONVO_COMMON. CARDS: Added a condition for Buleet to explain that his attacks apply Galvanized Fixed bug where uses of Ancient Warrior were used up by unupgradable cards (such as item cards) Fixed bug where Scatterphase didn't play Rook's Blast anim View full update 7 1 1 Link to comment Share on other sites More sharing options...
TaschDraws Posted September 2, 2020 Share Posted September 2, 2020 Literally seeing feedback I sent in addressed within days. You guys are spoiling us. <3 2 Link to comment Share on other sites More sharing options...
Developer Kevin Posted September 2, 2020 Author Developer Share Posted September 2, 2020 4 minutes ago, TaschDraws said: Literally seeing feedback I sent in addressed within days. You guys are spoiling us. <3 We do read them all (oh man... some Mondays are like Garfield-hard, since the feedback piles up all weekend.) 2 2 2 2 Link to comment Share on other sites More sharing options...
minespatch Posted September 2, 2020 Share Posted September 2, 2020 I'm looking forward to the audio in the Smith run dialogue gets a little louder. It might be due to lack of music but the character audio in Sal and Rook's runs seem a little louder in comparison. Link to comment Share on other sites More sharing options...
RageLeague Posted September 2, 2020 Share Posted September 2, 2020 12 hours ago, Kevin said: Added card draft bounties: we track every time you don't pick a particular card. Cards accumulate an escalating money reward when you eventually pick them. This should incentivize trying new builds over the long term. This would actually do what it wants to do if some cards aren't literally unplayable. Link to comment Share on other sites More sharing options...
RageLeague Posted September 2, 2020 Share Posted September 2, 2020 interesting. you can have more than 1 core arguments? also, this update broke my mods. again. the way to reference files from the mod folders changed. now how are we going to reference files in the new system? Link to comment Share on other sites More sharing options...
Developer rooks Posted September 2, 2020 Developer Share Posted September 2, 2020 1 hour ago, RageLeague said: also, this update broke my mods. again. the way to reference files from the mod folders changed. now how are we going to reference files in the new system? Sorry for the inconvenience. I do try to avoid breaking compatibility but since this is our big push for initial mod support there's likely to be a few changes coming down the pipe. You can still reference files within your mod using aliases, but the preferred way to do it is within the OnLoad or OnPreLoad function. At that point, there will be a filepath alias mounted automatically based on the mod id (in your case, DEMOCRATICRACE). You can specify a different alias (alias = "DEMOCRATIC_RACE", eg.) in the table returned by modinit.lua. In the meantime I restored the old behaviour to MountMountData so things should work normally, but the function is likely to go away by the time the update arrives. If you run in to any more mod issues, lemme know in the mod thread as I will be monitoring that are regularly. 2 1 Link to comment Share on other sites More sharing options...
RageLeague Posted September 2, 2020 Share Posted September 2, 2020 2 hours ago, rooks said: You can still reference files within your mod using aliases, but the preferred way to do it is within the OnLoad or OnPreLoad function. I'm not exactly sure what you mean by that. Link to comment Share on other sites More sharing options...
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