[Experimental] - 441787


Kevin

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Hey Grifters,

Today's build makes the flourish screen usable - you should be able to buy new flourishes now from the time-bending mettle salesperson. There's also a new boss test (an alt for Rook day 1), and a new member of the cult of hesh: the Luminious Tripod.

Also, a bunch of fixes! 

 

UI

  • Finishing the Flourishes screen. It's now possible to acquire them
  • Adding a flourish tooltip that explains how flourish works
  • Fix battle/negotiation deck tooltip on the main overlay when in Gamepad mode.
  • Added gamepad support to the Flourishes screen. Also made it so cards are right-clickable there for more info

GAMEPLAY

  • fix flow when smith fails the party store entrance negotiation
  • give death loot and consequences if you kill oolo or foolo in conversation
  • set mettle vendor to appear in a consistent location in each story, which will stop it from overlapping with time limited oppos
  • fix oppo limit in event_bladder_attack
  • Modified Rook's old day 1 experiment to be used for the new alternate boss
  • Set up fight behaviour for mercenary_boss.lua
  • Set up intro slides for mercenary_boss.lua
  • mercenary_boss now shows up in the compendium
  • Added boon/bane for mercenary_boss
  • make oppo_friend_do_robbery a sal-specific event (it really should be)
  • Use default action (defend) in cases where the fighter behaviour cannot find a valid action. For example, apply targeting to Bossbit when it has the force field.

CARDS

  • Fix Clean Slate not triggering bounties.
  • Ancient Warrior: ignore hatch cards
  • Defend now passes itself as the source of its removal at the start of your turn
  • Fixed bug where certain sources of defend removal weren't affecting Chitinous correctly
  • Fixed crash in cases where flourish-related mettle upgrades were added before the base userdata values on the flourish graft had been set
  • Show damage preview for player AOE.
  • Fixed crash caused by accelerator
  • Knuckle Down damage preview includes the number of hits.
  • Add a damage preview to Muscle Bank

View full update

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  • Thanks 2
  • GL Happy 4
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3 hours ago, Kevin said:

Use default action (defend) in cases where the fighter behaviour cannot find a valid action. For example, apply targeting to Bossbit when it has the force field.

So now the allies will just Defend endlessly if the target is unavailable (shielded Bossbit, Oolo's retracted snail, enemies protected by Patrol Leader's Guard)? Will they at least alternate between Defend and using non-attacks, like applying statuses to enemies/allies, healing, etc. (robodog's roar, Smuggler's healing, etc.)?

Also, seems kinda weird that in negotiation, if the target becomes unavailable, the damage dealing intents/arguments will simply switch targets. While applying the same principle to combat might lessen the control afforded by the Targeting Core and some specific strategies (wanting to keep Oolo alive), it'd be a major improvement in most other situations (like the Bossbit fight, where you must kill the robodogs first).

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New Rook D1 boss is a lot easier than the other two. In particular, he doesn’t seem to apply the Lumin daze or wound more than once per battle, and throws a defend turn in there for no apparent reason while the wound stack ticks down.

Lumin daze is an interesting enough debuff though. The fight itself is just not tuned right at the moment.

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