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  • Developer

Hey Grifters,

We're getting closer to the modding ecosystem going live. Other than that, we were all mostly busy with Future Content (TM) today. 

MODDING

  • Added placeholder mod manager screen in dev mode (you can view installed mods and enable/disable them there!)
  • Expose debug.traceback in the modinit execution environment.
  • modinit is executed with RegisterMod, so that ui info like title/desc can still be returned even if the mod is disabled.
  • Mods can specify a version.  GameState:RequireMod can be called to require a save game to have a specific mod of a specific version installed in order to load it.
  • Don't try to resolve filepaths in the workshop API, they are now pre-resolved in lua
  • Better error for syntactially incorrect modinit.lua

CARDS

  • Changed the description of MATERNAL_INSTINCTS_ARGUMENT to not show the tooltip for SHROOGLET_ARGUMENT and SHROOG_FLOCK since it was crowding the screen
  • Set up a negotiation behaviour for Bossbit

UI

  • Don't disable save buttons entirely if the save cannot be loaded, so that the run can still be deleted normally.
  • The order of upgraded cards shown when upgrading matches the order of cards shown when viewing card details via right-click.

MISC

  • audio: smith VO lines and hook up.
  • revised shroog idle in negotiation so that it doesn't move the UI too much
  • Assign default dormant_timer to quest.param if it doesn't exist (Eg. old saves)
  • Silence warnings loading name lists from old save files.  This class isn't save/loaded anymore.
  • Update parsing image markup in <p> tags to include the ’ quote, which sometimes appears in translations


 

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https://forums.kleientertainment.com/forums/topic/121489-experimental-429468/
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  • Developer
14 minutes ago, RageLeague said:

For the boss negotiation, is there a reason they all have the silver tongue flag, and all the boss negotiation behaviors during the daily does not exist in the context of regular story?

There is a plan for that:

Spoiler

Silver-tongue negotiations are a special negotiation that you can only perform when you are using a special perk. If you lose a silver-tongue negotiation you die. Some of them are a bit silly, like talking to nonsentients (like the shroog), so they're considered non-canonical. 

We will (eventually) add the perk, and then set up the boss encounters in the game such that you can use it to negotiate your entire way through the game (albeit non-canonically). 

 

 

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27 minutes ago, Kevin said:

We will (eventually) add the perk, and then set up the boss encounters in the game such that you can use it to negotiate your entire way through the game (albeit non-canonically). 

Aww. Does that mean if I negotiate with Nadan in the regular game without having this Silver Tongue perk, he'll have just the generic Spree argument instead of Ring Leader?

I think it'd be cool to encounter "boss" negotiations against, say, Oolo (Having to fight a special Oolo negotiation instead of a bog-standard Admiralty negotiation would provide an incentive to not steal the money in Collection Day assuming the Oolo negotiation was harder than the Admiralty one)

EDIT: Though stuff like the Shroog would obviously be non-negotiable in the base game.

Edited by ArtixBot
  • Thanks 1

I think that non-sentient creatures can be negotiated. It would be something like animal handling, when you tame the animal, or at least, control it. Use your diplomatic skills to calm to animal, and use your hostile skills to intimidate the animal.

I don't know how you would appeal to the animal's reason, though.

  • Developer

Yeah the metaphor kinda breaks down, doesn't it? :)

 

14 minutes ago, ArtixBot said:

Aww. Does that mean if I negotiate with Nadan in the regular game without having this Silver Tongue perk, he'll have just the generic Spree argument instead of Ring Leader?

I think it'd be cool to encounter "boss" negotiations against, say, Oolo (Having to fight a special Oolo negotiation instead of a bog-standard Admiralty negotiation would provide an incentive to not steal the money in Collection Day assuming the Oolo negotiation was harder than the Admiralty one)

EDIT: Though stuff like the Shroog would obviously be non-negotiable in the base game.

We're going to evaluate which elements will be behind silver tongue. Animals will be... the new boss-combat-bypasses will be... not sure about specific boss behaviours. We'll take a look at them when they're all in there.

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1 hour ago, RageLeague said:

I think that non-sentient creatures can be negotiated. It would be something like animal handling, when you tame the animal, or at least, control it. Use your diplomatic skills to calm to animal, and use your hostile skills to intimidate the animal.

I don't know how you would appeal to the animal's reason, though.

Psychic shenanigans! 

  • Like 1

I'm sorta concerned by the fact that negotiation-decks tend to be a bit more... "BRRRT" than combat decks. They have cards like Buying Time and grafts like, well, the boss ones. There are a lot more absurd comboes in negotiations than in combat.

Rook's negotiations espicially, with cards like Bluff, Dead Draw combined with known thug. You can draw and discard just so many cards and with ridiculous grafts like Warding Trinket and Weighted Coin and Slug Nook and your cards reducing each other's costs and so many other things, turns can become even more complex.

I guess you'll only have one health bar, but even so, I hope there will be a serious drawback to using the perk.

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Would be interesting to have a negotiation to tame a critter as a random encounter. With it having a special effect that it doesn`t fully undertand you so some cards do less damage or there`s a max it can take per attack. If you lose the negotiation it attacks you instead.

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