[Experimental] - 432478


Kevin

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Hey Grifters!

Stuff! And things!

We're just working through our backlogs, so this one is a little here and a little there. A cornucopia of patch notes!.

MODDING

  • Mod Screen: Hide Unsubscribe button if you are already unsubscribed.
  • Assign mod_id to ConvoStateGraph instances so convos can access the mod they are associated with.
  • Add basic mod support for exposing custom user settings in the OptionsScreen.


GAMEPLAY

  • Clean up smith's store interactions, and add a special shopkeeper
  • Added new Smith event 
  • The opinion events causing Sal's night merchants to dislike for you choosing to help the other merchant are shown in the corresponding option tooltips.
  • Added death loot for the Heshbladders
  • Set up combat behaviour for the Heshbladders 

UI

  • Fighter status change events animated asynchronously.  Notably, you won't have to wait for a single Erchin to flee for combat to proceed.
  • Showing the Custom Game warning in red on the New Game Screen
  • Making the Perks selectable with gamepad on the New Game Screen
  • Added a Perk Screen ingame, where one can see all currently active perks
  • Smith's BOTTLE_TRACKER now listens for CARD_MOVED to determine when bottles are added/remove to prevent things like status_pinned from interfering with the tracking
  • Fixing the layout when a new Perk is unlocked


CARDS

  • Do Over: reduced cost to 2.
  • Scorched Earth: shows the number of non-hostile cards currently in the discards while in negotiation.
  • Fixed bug where counter wasn't triggered by cards with 0 as max damage (such as slug smash) even if they dealt damage
  • Added upgrades for knuckle_down and overdrive
  • Added second upgrade for Smith's Degrade and Stool Pigeon
  • Lowered damage of flead_upgraded_shoot but increased its wound to 2, for parity with unupgraded flead
  • Reduced alleviate amount on Looper by 1
  • Reordered description of blademouth_beating to clarify its effect
  • Fixed edge-case where Recoverable health could carry over to next turn in rare cases
  • Reduced the damage of the Bogger Cultivators aoe attack but it now also applies exposed to non-player fighters
  • Damage previews should now accurately reflect damage avoided by evasion
  • Revised how unknown_concoction works to fix save/load bug
  • All ScalarAccumulators in negotiation_engine.lua are now initialized before the negotiators to fix a bug with Confrontational
  • Fixed bug where Stonewall wasn't triggering unless you removed all renown
  • bottle tracker accounts for bottles in the opening hand.
  • Fix a softlock in Moxie presentation by only showing if Smith is already idle, for now.

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if i had to offer tweaks...

sponsorship shouldn't have an easier negotiation for bringing the heavy laborer to talk. that's just learning to choose those options for an objectively better negotiation. maybe a bit more resolve for the negotiation to offset the fact you'll get a free heavy laborer.

Secondly, the new event with hesh bladders. i got a luminitiate and merchant to aid me. That is way too much for 2 heshbladders (heshbladders are nice). either more heshbladders, less team mates, or make letting them give no reward only give a like. 

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19 hours ago, Kevin said:
  • Add basic mod support for exposing custom user settings in the OptionsScreen.

 

Here's one of the suggestions: The ability to localize the mod options.

Right now the mod options are returned with the mod table, however any po files aren't loaded until at OnPreLoad, which means that only English strings can be displayed right now.

Also, I wish there's an input field option, or at least a button option that does things when clicked.

Edited by RageLeague
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