Developer Kevin Posted September 12, 2020 Developer Share Posted September 12, 2020 Hey Grifters, Small update today, just tying up some loose ends. At the end of this cycle we're going to be going all-in on getting Smith done. The next update cycle will be an extra-long one as we get him ready for his debut, but since you're the type to read the patch notes in the experimental channel, you'll get to see new stuff pretty much every day CARDS Compromise: redesigned Fuel Canister: Clarified card text MODDING Add act filter to mod event Move PresetGrafts, GenerateGrafts from content file to graftshop.lua Add a convo filter in the act data. Add game_state and act_id references to ConvoStateGraph. UI Aligning the Card Pack popup cards, so they don't overlap the title Fix edge case where Travel locations were placed on top of eachother. Fixed bug where the core argument would sometimes not be at the front of the argument ring View full update 9 1 Link to comment Share on other sites More sharing options...
TaschDraws Posted September 12, 2020 Share Posted September 12, 2020 14 hours ago, Kevin said: At the end of this cycle we're going to be going all-in on getting Smith done. The next update cycle will be an extra-long one as we get him ready for his debut How exciting!! Obviously you all have plenty of work going on and can't give an exact ETA, but do you have a rough time frame on when you're aiming to release Smith now that it's this close? 1 Link to comment Share on other sites More sharing options...
Developer Kevin Posted September 12, 2020 Author Developer Share Posted September 12, 2020 4 hours ago, TaschDraws said: How exciting!! Obviously you all have plenty of work going on and can't give an exact ETA, but do you have a rough time frame on when you're aiming to release Smith now that it's this close? This isn't written in stone or anything yet, but we are hoping to get the first two days of Smith publicly released in early November. He'll be normally playable in experimental right after the release next week, but with lots of placeholder text, limited quest variations, and stubbed in bosses. We have been working half on maintaining the existing characters and half on Smith for a while. As of this release, we'll all be able to focus on Smith, so it will go a lot faster, and since it'll be in experimental we'll be able to talk about it and solicit feedback. Yaay! The only downside is that we're going to forgo an October update so that we can focus on getting more content done for the November debut. The updates take a chunk of work to get ready, so I wanted to divert that effort to making Smith better. After the initial Smith release, we'll add his remaining day and finale in subsequent updates, probably staggered with quality-of-life stuff. 7 1 Link to comment Share on other sites More sharing options...
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