Developer Kevin Posted November 7, 2020 Developer Share Posted November 7, 2020 Hey Grifters! It's great to see all of the players enjoying smith in the metrics and feedbacks. Thanks for all of your help shaking out the bugs, and your kind words. But! We are not done yet! This is the first experimental update of the next cycle (coming out in December). This update is intended to be a quality-of-life and system tuning one, as we work on some longer-term content for Smith. You'll probably be able to play day 3 in experimental sometime soonish, but it will be very rough around the edges and not ready for wide release until the January update. GAMEPLAY Fix recruitment of Shel in daily cave. fix issue with goon tracking when losing the negotiation in smith's day 1 boss fight. Set up a GRITTY battle condition Set up a Grit Bounty argument Hooked up the promoted wealthy merchant (won't show up anywhere yet) Added some preliminary grit upgrades Added the grit_handler aspect Added grit tracking in game_profile.lua Added an event to introduce grit Added a Grit store for Sal Added the Grit Upgrade graft type Added two grit upgrades(grafts) added placeholder smith day 3 + assorted story characters CARDS Fixed bug where Double Edge didn't work correctly in negotiations with the NO_CORE_RESOLVE flag Fixed hand issue for new builds MISC Set up wealthy promoted skins and epxorted portraits Daily leaderboards for Steam. Currently downloads scores around your score, will be changing to friends only. UI Adding defense-gain animation fx Adding the animated Defense icon to the healthbar Showing a hit animation on the health bars when taking damage FIXES FROM THE RELEASE HOTFIX: fix sequence break in smith_tei_shoot_the_messenger.lua Move a couple plax markers down to avoid conflicting with the top bar fix spelling, typos fixed luminiciate hand issue Fix reference to stacks. Fix the Vroc kickback not being trained. Hide DetailsPanel initially before any run is selected. give quest rewards for side_smith_render_unto_hesh.lua and side_smith_sponsorship_deal.lua fix sandwich quest followup background override fix hidden character in EXT_SMITH_ISOLATED_DESERT make the party store quest resilient in the face of the proprietor dying. fix issue with goon tracking when losing the negotiation in smith's day 1 boss fight. Fixed bug where oppo_fight_club.lua could select cards that were already upgraded fix missing dialog in smith_tei_recruit_filter.lua rename an npc that was using a duplicate name The second Twin Boss is now created as a SkinnedAgent so it has the correct name and, most importantly, hair colour Showing both names on the battle preview for boss pairs Fix crash with Brut's Bat if under a condition that caused you to attack random targets. Fix crash if you have a VIP token but the proprietor at the Oshnudrome is no more. Fix lua crash iterating audio output devices if audio failed to initialize. Render Unto Hesh: Fix potential crash if you kill quest target. Fix map_tags on PEARL_FANCY_EATS. Sponsorship Deal: Fix missing convo-end calls after intimidating a target. Brag cards produced by Braggart now flagged as temporary. Basic cards now also have temporary nameplate fx. make chemist dialog more responsive to your actions View full update 5 1 3 Link to comment Share on other sites More sharing options...
ADM Posted November 7, 2020 Share Posted November 7, 2020 Just when I've finished my first game as Smith, amazing story, I can't wait for the next, but I'd have too ^^ Spoiler 1 Link to comment Share on other sites More sharing options...
minespatch Posted November 7, 2020 Share Posted November 7, 2020 Can we at least get a sketch of a tadpole kra'deshi? Something canon but unimplemented so at least I know what Kra'deshi anatomy is like? 1 Link to comment Share on other sites More sharing options...
RageLeague Posted November 7, 2020 Share Posted November 7, 2020 Probably not exactly what you wanted, but we have tadpole humans. 1 Link to comment Share on other sites More sharing options...
RageLeague Posted November 7, 2020 Share Posted November 7, 2020 Oh look, a new unique cult member. Who is also a kradeshi. There's like a lot of unique kradeshi cult members. Link to comment Share on other sites More sharing options...
minespatch Posted November 7, 2020 Share Posted November 7, 2020 1 hour ago, RageLeague said: Probably not exactly what you wanted, but we have tadpole humans. 1 Link to comment Share on other sites More sharing options...
Szczuku Posted November 7, 2020 Share Posted November 7, 2020 3 hours ago, RageLeague said: Oh look, a new unique cult member. That is Rug's head slapped on a zealot's body. A cheaply made npc since there's not enough original ones. 1 1 Link to comment Share on other sites More sharing options...
Scrumch Posted November 7, 2020 Share Posted November 7, 2020 Yeah, like Kevin said - they're placeholders. Tei had a generic Luminari head for a while so these new guys are just waiting for a unique build. 1 Link to comment Share on other sites More sharing options...
Scrumch Posted November 7, 2020 Share Posted November 7, 2020 I haven't come across those grit additions yet in a Sal run, what's the criteria for getting them? Link to comment Share on other sites More sharing options...
RageLeague Posted November 8, 2020 Share Posted November 8, 2020 Apparently, as if perks aren't enough, we now have grits, which, from the looks of it, are persistent upgrades. You get grit from bonus quest rewards, killing enemy with gritty condition, or destroying a grit bounty. You spend grit to gain persistent upgrades, like increased max resolve, health, bonus starting xp, bonus shills. Right now there's like basically nothing there, it's just a framework. Spoiler local GRIT_UPGRADES = { grit_health_upgrade = { desc = "Increase your maximum health", values = { 2, 4, 6, 8, 10 }, upgrade_costs = { 5, 10, 20, 40, 80 }, ApplyUpgrade = function( self, level ) self.userdata.level = level local health_vals = self:GetDef().values self.owner:GetAspect("health"):DeltaMax( health_vals[math.min( #health_vals, level )] ) end, DeltaUpgrade = function( self, new_level ) local health_vals = self:GetDef().values local difference = self.values[math.min( #health_vals, new_level )] - health_vals[math.min( #health_vals, self.userdata.level )] self.owner:GetAspect("health"):DeltaMax( difference ) self.userdata.level = new_level end, }, grit_resolve_upgrade = { desc = "Increase your maximum Resolve", values = { 1, 2, 3, 4, 5, 6 }, upgrade_costs = { 5, 10, 20, 40, 80 }, ApplyUpgrade = function( self, level ) self.userdata.level = level local resolve_vals = self:GetDef().values TheGame:GetGameState():GetCaravan():DeltaMaxResolve( resolve_vals[math.min( #resolve_vals, level )] ) end, DeltaUpgrade = function( self, new_level ) local resolve_vals = self:GetDef().values local difference = resolve_vals[math.min( #resolve_vals, new_level )] - resolve_vals[math.min( #resolve_vals, self.userdata.level )] TheGame:GetGameState():GetCaravan():DeltaMaxResolve( difference ) self.userdata.level = new_level end, }, grit_starting_shills = { desc = "Start the game with additional Shills.", values = { 10, 20, 30, 40 }, upgrade_costs = { 5, 10, 20, 40, 80 }, ApplyUpgrade = function( self, level ) self.userdata.level = level local vals = self:GetDef().values TheGame:GetGameState():GetCaravan():AddMoney(vals[math.min( #vals, level )]) end, DeltaUpgrade = function( self, new_level ) local vals = self:GetDef().values local difference = vals[math.min( #vals, new_level )] - vals[math.min( #vals, self.userdata.level )] if difference > 0 then TheGame:GetGameState():GetCaravan():AddMoney(difference) end self.userdata.level = new_level end, }, grit_battle_card_xp = { desc = "Basic battle cards start with bonus XP.", values = { 1, 2, 3 }, upgrade_costs = { 10, 25, 75 }, ApplyUpgrade = function( self, level ) self.userdata.level = level end, DeltaUpgrade = function( self, new_level ) local vals = self:GetDef().values local difference = vals[math.min( #vals, new_level )] - vals[math.min( #vals, self.userdata.level )] if difference > 0 then if self.owner.battler then for i,card in ipairs(self.owner.battler.cards) do local cur, max = card:GetXP() if card.rarity == CARD_RARITY.BASIC and max > 0 and cur < max then card:AddXP(vals[math.min(#vals, level)]) end end end end self.userdata.level = new_level end, event_handlers = { [ "card_added" ] = function( self, card ) if is_instance( card, Battle.Card ) and card.owner == self.owner and card:GetMaxXP() ~= nil and card.rarity == CARD_RARITY.BASIC then local vals = self:GetDef().values card:AddXP(vals[math.min(#vals, self.userdata.level)], true) end end, }, }, grit_negotiation_card_xp = { desc = "Basic negotiation cards start with bonus XP.", values = { 1, 2, 3 }, upgrade_costs = { 10, 25, 75 }, ApplyUpgrade = function( self, level ) self.userdata.level = level end, DeltaUpgrade = function( self, new_level ) local vals = self:GetDef().values local difference = vals[math.min( #vals, new_level )] - vals[math.min( #vals, self.userdata.level )] if difference > 0 then if self.owner.negotiator then for i,card in ipairs(self.owner.negotiator.cards) do local cur, max = card:GetXP() if card.rarity == CARD_RARITY.BASIC and max > 0 and cur < max then card:AddXP(vals[math.min(#vals, level)]) end end end end self.userdata.level = new_level end, event_handlers = { [ "card_added" ] = function( self, card ) if is_instance( card, Battle.Card ) and card.owner == self.owner and card:GetMaxXP() ~= nil and card.rarity == CARD_RARITY.BASIC then local vals = self:GetDef().values card:AddXP(vals[math.min(#vals, self.userdata.level)], true) end end, }, }, grit_battle_resolve = { desc = "Recover resolve after every battle.", values = { 2, 3, 4, 5 }, upgrade_costs = { 15, 30, 60, 120 }, ApplyUpgrade = function( self, level ) self.userdata.level = level end, DeltaUpgrade = function( self, new_level ) self.userdata.level = new_level end, event_handlers = { [ "award_loot" ] = function( self, loot, data) if data.battle then local vals = self:GetDef().values loot.resolve = (loot.resolve or 0) + vals[math.min(#vals, self.userdata.level)] end end, }, }, grit_negotiation_health = { desc = "Recover health after every negotiation.", values = { 3, 5, 6, 8 }, upgrade_costs = { 15, 30, 60, 120 }, ApplyUpgrade = function( self, level ) self.userdata.level = level end, DeltaUpgrade = function( self, new_level ) self.userdata.level = new_level end, event_handlers = { [ "resolve_battle" ] = function( self, battle, primary_enemy, repercussions ) local vals = self:GetDef().values TheGame:GetGameState():GetPlayerAgent():GetAspect("health"):Delta(vals[math.min(#vals, self.userdata.level)]) end, }, }, } 4 Link to comment Share on other sites More sharing options...
Scrumch Posted November 8, 2020 Share Posted November 8, 2020 Yeah and there's an event for unlocking it, but I've done 3 Sal runs and not encountered it once - is the even disabled or something? Link to comment Share on other sites More sharing options...
RageLeague Posted November 8, 2020 Share Posted November 8, 2020 You need to be on the dev branch as a precondition. 1 Link to comment Share on other sites More sharing options...
minespatch Posted November 8, 2020 Share Posted November 8, 2020 Just now, RageLeague said: You need to be on the dev branch as a precondition. How'd I do that? Wait, is it only for Sal? I can't open it in Smith's run. Link to comment Share on other sites More sharing options...
RageLeague Posted November 8, 2020 Share Posted November 8, 2020 What do you think "dev branch" means? You can maybe(?) use mods to set the value of global variable "BRANCH" to "dev". Not sure how well that will work for you. You also have to edit profile.lua so that it says: Spoiler grit_points = { SAL = 0, }, In other news, when I'm looking through the game files, I saw that a twitch mode is being worked on. Link to comment Share on other sites More sharing options...
ArtixBot Posted November 8, 2020 Share Posted November 8, 2020 Aw. I was hoping Grit was going to be a new card archetype for Sal rather than another persistent upgrade mechanism. Link to comment Share on other sites More sharing options...
pacovf Posted November 9, 2020 Share Posted November 9, 2020 Don’t confuse Grit, Grifts, Gifts and Grafts! That would be bad. 2 2 1 Link to comment Share on other sites More sharing options...
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