Developer Kevin Posted November 28, 2020 Developer Share Posted November 28, 2020 Hey Grifters! Big balance changes today! Sal's campaign has a couple fewer jobs in it, to increase the pace and the card pick pressure, and we did a big, broad NPC health and party composition pass. Give a vanilla run a try, and tell us how you fared! Next week we will be tweaking these balance changes further, refining the presentation for flourishes, and working more with the mettle economy. Have a griftin' weekend! GAMEPLAY Big NPC health and battle_strength overhaul - getting rid of autobalancing, and pushing the defs apart within each faction Remove random variation from the NPC health values Added a new mettle upgrade to increase shills gained from skipping cards Lots of bios, and non-temp dialogue Reduced damage dealt by the promoted wealthy merchant Don't give card loot for the final expedition negotiation. Don't give card loot for the auction negotiation. Reduce the number of side jobs on a sal run by two. This should improve the campaign pace, and increase the difficulty / make you have to pick cards in the later days. mettle shop shows up on day 2 for all characters; is only available at night. Terminate oshnu wrangling event if the oshnu is dismissed. Prestige points are now verified when you launch the game UI Replacing the progress bar from the flourish bar with a progress radial Adding the choose Flourish popup, always available in Negotiation and Battle. Supports gamepad/ui scaling/streamer modes. Added highlighting to condition descriptions to indicate which parts are affected by stacks Fix cards in slot 2 not being Prepared when selected CARDS Increased target_count on the lumin turrets melee attack Impending Doom: nil-check core modifier, cause you never know what mods will do. Fix Flourish being gained when anyone, not just you, does unmitigated damage. AnimFighter:IsBusy should return false if it is called within the running coroutine. Fixes a stall when in combat with Andwanette / Twins. Add empty bottle warnings to cards that require them to be played. Fix crash in Visionary Fan the Hammer if the player dies by drawing cards. DoAttack will wait for any non-interruptible sequences before starting, and verify it is still valid to proceed after. Fixes a crash if the attacker somehow dies before initiating the attack (eg. Visionary Fan the Hammer drawing into Twig at 1 health) Fix Powder Keg tooltip to show the damage given the actual number of stacks the card applies. View full update 3 4 1 4 Link to comment Share on other sites More sharing options...
ZeppMan217 Posted November 28, 2020 Share Posted November 28, 2020 8 hours ago, Kevin said: Reduce the number of side jobs on a sal run by two. This should improve the campaign pace, and increase the difficulty / make you have to pick cards in the later days. Does this only affect regular jobs, so the Rise merchant one wouldn't could against the limit? 8 hours ago, Kevin said: Adding the choose Flourish popup, always available in Negotiation and Battle. Supports gamepad/ui scaling/streamer modes. Would've been nice if Smith's draw/discard pile bottle indicators scaled with the UI as well, cause currently they start to obstruct character bars if there are 4 characters present on one side. Link to comment Share on other sites More sharing options...
Rook the Bogger Posted November 28, 2020 Share Posted November 28, 2020 Thats it. I never had a Klei account becouse i never felt like it but this is too much. Who tf changed Snacks name to Gnak? And why is Eonwes name Gorgula? This is second most disapointing thing in Griftlands i ever seen, first being time when i realized you can't pet Autobots and Clobberbots. Disgusting. Link to comment Share on other sites More sharing options...
pacovf Posted November 28, 2020 Share Posted November 28, 2020 11 hours ago, Kevin said: Big NPC health and battle_strength overhaul - getting rid of autobalancing, and pushing the defs apart within each faction Does this mean, say, a Spree Thug will always be exactly the same difficulty level, no matter whether it's Day 1 or Day 5? That would be a huge change, and a good one IMHO. Link to comment Share on other sites More sharing options...
pacovf Posted November 28, 2020 Share Posted November 28, 2020 16 hours ago, Kevin said: Big balance changes today! Sal's campaign has a couple fewer jobs in it, to increase the pace and the card pick pressure, and we did a big, broad NPC health and party composition pass. Give a vanilla run a try, and tell us how you fared! Finished a P6 run. Biggest difference I've noticed is that I had way less money to spend on grafts / pets / social boons on the latter days, when I usually go on shopping sprees. Days 3 and 4 are a bit harder, and I couldn't just get into any fight I wanted without thinking, but the real difficulty is still Days 1 and 2, when you're very vulnerable to difficulty spikes. The perceived difficulty will depend a lot on the perks that people choose. My last run just before this rebalance I only took late-game perks, and I spent the first 2 days on the edge of dying, but then day 3 came around and I just steamrolled the rest of the run. Conversely, I just did another run after this rebalance with 2 early game perks (+1 late game) and it was a much smoother experience throughout. Link to comment Share on other sites More sharing options...
Scrumch Posted November 28, 2020 Share Posted November 28, 2020 Did this update finally add the unlockable lore tab?? 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now