Griftlands: New Update Available!


Kevin

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This update adds two new character types: The Rise Valet, and the Admiralty Investigator.

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We have been busy fixing bugs and balancing. Smith's negotiation and battle cards both got a full balance pass, and a lot of the item cards were re-worked. We also added a bunch more boss grafts, and now give them out to all three characters during their campaigns.

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You can see full changelist below!

Our next update will be on March 4th. This will be a smaller update, which also focuses on stability and balance as we work towards releasing version 1.0. We don't have an official date for that yet, but it will include the official release of Smith's finale.

Happy Grifting, everyone! As always, you can get more frequent updates on the experimental branch, and see what we are working on day-to-day. A beta version of Smith's finale will be playable there in the coming weeks, if you don't mind the spoilers!

Please keep that feedback coming! Every f8 helps, especially as we get closer to release!

Spoiler

GAMEPLAY

  • Smith finale final text initial pass
  • Added a custom negotiation behaviour for Weezil and Brut
  • Added the Rise Valet and Admiralty Investigator to Murder Bay and Pearl On Foam
  • Added the Rise Valet and Admiralty Investigator to the relevant combat parties
  • Fix crash with 'Sentry' if the activated guard is spawned into the reserve.
  • Fix crash toggling Relationship screen via hotkey, while already in the Relationship screen.
  • Fix potential crash in edge case with Rooks black market
  • Hooked up the Admiralty Investigator def
  • The fight in rook_story_expedition_monsters.lua is now only NO_DEATH_LOOT if it is against the big pack feral autodogs
  • dismiss your chosen partner, if you manage to keep them through the mullifee encounter
  • Lowered damage on the Pearlie's Confidence and increased their composure gains slightly
  • Nerfed the Lumicytes slightly
  • Changed combat party in side_smith_render_unto_hesh.lua to not include an upgraded lumicyte 
  • Crash fix: Remove 'warn' option if Tei is no longer alive.
  • Fix to rescue soft-locked day 3 Smith quests when "The Ambush" should be completed but isn't.
  • Day 3 Smith: Fix soft-lock when completing go_empty objective
  • Enable the Counterplay, Total Upgrade achievements.
  • Added combat behaviour, boon, bane and death loot for the Admiralty Investigators
  • Fix progression blocker when you provoke and kill the proprietor of the hat shop who hates you at the start of deep undercover
  • Added custom negotiation behaviour for the admiralty investigators
  • Make Hebbel's bar neutral ground, so that barons can show up there
  • Smith finale: Add bishop_of_foam to the Fellowship of the Smith; make tei special; add more dumb placeholder strings
  • BattleUtil.ResolveBattle now checks if any fighters were a boss rather than just the primary fighter. This fixes an issue where Tazz would always show up as never having been beaten.
  • Culling the Herd: You can still succeed the quest if you kill the target but then run away.
  • Fix intimidation opinion event occuring late (only after all option handlers are resolved)
  • Add a special case option for when the clerk at the docks has already been bribed by you.
  • Added vixmalli negotiation experiment
  • Boss grafts on day 1 are always negotiation, Boss grafts on day 2 are always combat
  • Fix infinite loop crash if you kill Rooks' day 1 story boss.
  • Added boon, bane and death loot to the Rise Valet def
  • Set up the combat behaviour for the Rise Valet
  • Hooked up the boon, bane and death loot for Tei and Theroux
  • Set up the Bilebroker Sampler def with a simple combat behaviour
  • fix progression stopping typo in side_smith_eden_deep_undercover.lua
  • More WIP smith finale. We're getting there...
  • nil-check rare circumstance where applied damage results in death without an actual change in health.  This is a failsafe for suspect mod content.
  • Enabled Boss graft rewards for Smith and Rook's first two days to mirror Sal's campaign
  • Fix a bug allowing Phroluk to sell Autodogs.
  • Pre-assign the loot in the Desolate Battlefield event.
  • Added some VERY Work-in-progress quest files for smith's finale. They don't run yet, but there's some of that temporary dialog you all like so much in there.

CARDS

  • Added 2 new general boss battle grafts
  • Added 4 new general boss negotiation grafts
  • Added 2 boss grafts for each character (one negotiation, one battle)
  • Moved Coactive Orbslug and Contractor from Boss grafts to Rare grafts
  • Moved Distributed Processing from Boss graft to Uncommon graft
  • Smith Negotiation Balance Pass:
  • - Smith's maximum resolve has been increased from 26 to 30
  • - Smith's starting negotiation deck now has 3 bully cards instead of 2
  • - Degrade has been reworked to: "Hits twice. Can target opponent or friendly arguments."
  • - Influencer now only requires 2 renown instead of 3
  • - Networker now only requires 2 renown instead of 3
  • - Standing now only requires 3 renown instead of 4
  • - Scapegoat has been reworked, it now retargets all friendly arguments instead of opponent arguments
  • - Ad Hominem now applies less composure but applies it to all friendly arguments instead of your core
  • - Increased the damage on Barrage to 2
  • - Circle Back now expends
  • - Powder Keg now redeploys itself when destroyed
  • - Dominion now converts renown to dominance in a 1:1 ratio
  • - Double Entendre damage lowered to 1-3 with a 1:1 damage to composure ratio
  • - Forgo no longer Expends, the Enduring upgrade has been replaced by a Boosted Forgo
  • - Instigate now deals 14 damage and has 4 max resolve
  • - Know a Guy now applies composure to all arguments instead of just your core
  • - Refusal now deals 3 damage, Enduring Refusal had been replaced by Boosted
  • - Rescind now attacks once per renown, costs 2 and has a base damage of 2
  • - Chaos Theory now has 2 max resolve instead of 1
  • - Domain applies 2 composure at base instead of 1
  • - Enduring Long Winded has been replaced with Pale
  • - Overdrive now costs 2 instead of 3
  • - Parvenu now costs 9 instead of 10
  • - Tempt now reduces its cost for the whole negotiation instead of until played
  • Smith Combat Balance Pass:
  •     - Tracer now scales 1:1 with it's stacks instead of 1:2
  •     - Slam has drink 2 instead of 1
  •     - softened Chest Pound has been replaced by Boosted Chest Pound
  •     - Biting Chest Pound now deals 2 damage twice instead of 3 damage twice
  •     - Down the Hatch now draws a card and only has drink 2
  •     - Inspirational Blow now deals 3-5 damage and has a threshold of 5
  •     - Nap's Defense increased by 1
  •     - Rib Cracker damage increased to 3-5
  •     - Rubble applies 3 defend per card discarded instead of scaling with cost
  •     - Snelleck's Finest applies Moxie instead of healing
  •     - Splinter now deals 5-7 base damage
  •     - Batter Up is no longer Restrained and deals 1-2 damage
  •     - Body Blow can now be triggered by either Trauma or Traumatized
  •     - Cavalcade cost reduced to 1
  •     - Despreation damage increase to 10-12
  •     - Entire Supply now hits all enemies, base damage lowered slightly
  •     - Gulper now draws two cards before its effect
  •     - Gumption cost reduced to 1, moved to Rare
  •     - Hurricane now deals 3-4 damage
  •     - Stoke no longer Expends, Enduring upgrade replaced by Pale
  •     - The Gamble now grants 3 actions but damage is 1-4 with a threshold of 4
  •     - Bio-Strike no longer expends
  •     - Blood Flow no longer expends
  •     - Certainty cost reduced to 2
  •     - Jackpot damage increased to 2-5
  •     - Juicer now alleviates equal to your moxie instead of your adrenaline
  •     - Protective Procedure cost reduced to 2
  •     - Rooted Pain Train damage increased to 15
  •     - Thickness cost reduced to 1, Expend removed.
  •     - Tough and Angry now always has Apply instead of Gain. Focused upgrade replaced by boosted with better scaling
  • The following cards have been completely reworked:
  •     - Swig: "Drink 2. Gain one of the following: 2 Moxie, 2 Adrenaline, 4 Defense or 1 Power."
  •     - Bottomless Vial: "Drink. Gain 3 Moxie and return this to your hand and give it Burnout."
  •     - Shrewd: "Gain defense equal to the damage of your target’s next attack."
  • Reworked 5 Smith Negotiation cards:
  •     - Consolidate: Spend 3 Renown: Add 2 resolve to a friendly argument
  •     - Associates: Gain 2 Renown for every person that loves you
  •     - Ditch: Discard any number of cards, gain 2 renown per card discarded
  •     - Go Between: Gain: Damage spills over to this argument before your core argument
  •     - Renounce: Attack a random argument. Expend any number of cards in your hand and attack once per card Expended
  •  
  • Battle item balance pass:
  •     A lot of items now have more uses to encourage using them rather than letting them sit around in your deck. Hatch cards have been reduced in XP to make them more inticing to pick up in loot, even later in the game. Minor power level changes to some of the weaker cards.
  •     - Targeting Core: now has 2 uses rather than being permanent. (they're easy to get but you only really need one)
  •     - Tincture: Increased uses to 2
  •     - Vial of Slurry: Increased uses to 3
  •     - Robone: Increased uses to 3
  •     - Vroc Whistle: Increased uses to 3
  •     - Automech Blaster: Increased uses from 1 to 3
  •     - Bandage: now a general item available in shops, increase to 3 uses, increased cost to 2
  •     - Heshian Mask: Increased uses to 2
  •     - Letter Opener: Increased uses to 3
  •     - Utility Belt: Increased uses to 4
  •     - Vapor Vial: Increased uses to 3, reduced cost to 0
  •     - Yote Horn: Increased uses to 2
  •     - Pickled Floater: Increased uses to 2
  •     - Spicy Noodles: Increased uses to 2
  •     - Hawb Drumstick: Increased uses to 2
  •     - Hearty Noodles: Increased uses to 2
  •     - Jammed Blaster: Reduced hatch to 4
  •     - Learning Drone: Reduced hatch to 4
  •     - Lockbox: Reduced hatch to 4
  •     - Flead Egg: Reduced hatch to 4
  •     - Enfeebling Ray: Impair increased from 1 to 2
  •     - High Yield Lumin Bomb: Increased damage to 4-6
  •     - Shrapnel Grenade: Minimum damage increased by 2
  •     - Spark Shot: Base damage increased to 4-5
  •     - Sequencer: Select from entire deck rather than just hand
  •     - Oshnu Glue: Cost reduced from 1 to 0
  •     - Anchor: Increased temp power to 3
  •     - Hanbi's Power Supply: Increased Power to 2
  •     - Oshnu Bile: Reduced damage to 2-4
  •     - Denikus' Blaster: Can now apply trauma as the random debuff
  • Balance pass for negotiation items:
  •     - Liquid Courage: Increased to 3 uses
  •     - Admiralty Intel: Reduced to 2 Influence but increased to 2 uses
  •     - Admiralty Orders: Reduced to 2 Dominance but increased to 2 uses
  •     - Rise Manifesto: Increased to 2 uses
  •     - Banquod Pendant: Added Replenish
  •     - Scaled Admiralty Envelop: Reduced Hatch to 4
  •     - Zest Noodles: Increased to 2 uses, added Expend
  • Reduced wound applied by Fold 'em by 1
  • Retarget any necessary arguments when Shielded is applied.
  • Sal's Shadow Mastery now grants Adrenaline instead of Temporary Power
  • Fixed incorrect rarities on some of the new boss grafts 
  • Traumatized will no longer be removed if the attack was fully evaded
  • Tolerance now has a max stack of 8
  • Assign negotiation modifier rand seeds each ClearTarget.  CollectRandomTargets uses the source's random seed, if possible.  This addresses the re-targetting of RANDOMX target_mod modifiers, like Faith of Hesh, which weren't seeded.
  • Queued fighter conditions have their source information included.
  • Pealies now only use Impartial against Smith
  • Reduced the damage_mult of the Promoted Priests' mulithit attack to 0.7
  • Mark-99's Combat Analysis now shows the current base damage applied by the condition
  • Added missing event priority for Smith's Executive
  • "High Places"s cost reduction is now a SETTOR to prevent things like Call To Rise from interfering with its cost
  • Smith's Protective Procedure now previews the correct amount of defense in its tooltip
  • Fixed crash in the OnPostResolve on Ditch
  • Bladder Gland now shows the correct adrenaline gain in its tooltip
  • Fixed typo that caused a crash when viewing the "Ditch" card
  • Do not clamp damage during modification, clamp only at the very end.  This allows modifiers to "cancel" eachother out, such as LUMIN_DAZE and CONCENTRATION.
  • fixed bug where Targeted and Protect on separate fighters could cause enemies to be unable to attack either. Enemies now prioritize the fighter with Protect
  • Fixed bug causing Rampart to account for Exposed on the enemy instead of the player
  • Fixed bug where the Tempered card showed an incorrect defense amount
  • Fixed incorrect spelling of the drink_fancy anim for some of Smith's cards
  • Fixed bug where the FIGHT_ALLY_WON argument did not show it's resolve bar when created
  • Gemini will now preview both hits if its requirements are met.
  • Fixed bug where Power and Power Loss from Kindling was lasting a turn too long
  • Raise will only choose non-zero cost cards to benefit.
  • Reworked Inner Rage II (finally)
  • Fixed bug that caused multiple stacks of Power Through to reduce enemy damage
  • Fixed bug where splash damage triggered Seemli's Sly
  • Auto-deal lean and green.
  • Speed up Flourish anim in fast mode.
  • Evasive Free-Fighting now lists the evasion first for clarity
  • Added upgrade highlight to Boosted Free-Fighting
  • Fixed bug where the Devoted core argument was healing no matter what opponent argument was destroyed
  • Increased max damage and influence gained by Praise
  • Decreased influence from Jabber 
  • Remove dependency on card.hatch, which is redundant with CARD_FLAGS.HATCH.
  • Fix Nesting Cards.
  • Cards with a userdata.hatch_id will automatically have TransformCard called.
  • Blockade now previews the correct composure amount
  • Add 'source' parameters to buff and debuff removal for various triggers to detect.
  • First Aid will now trigger if you remove debuffs from other fighters.
  • Fixed bug where Quenched Toughen Up would always apply the bonus defend
  • Distresser now only affects your opponents
  • Oshnu Glue now has 2 charges
  • The following cards now trigger with cards drawn at the start of your turn:
  • - Wretched Strike
  • - Robodex
  • - Auto-Plating
  • - Lumin Darts
  • - Known Thug
  • The descs for the following grafts have been clarified to include that they do NOT include cards drawn at the start of your turn:
  • - Wretched Jar
  • - Locus Breaker
  • - Reinforcer
  • - Thought Reverser
  • Wraith Needle is now restricted to Sal and Rook
  • Appeal To Reason no longer removes Influence. Cost increased by 1
  • Reduced bonus damage on Intrigue to 3
  • The "Investigator" core argument now triggers at the end of their turn rather than the start
  • Swap rarity of High Places / Executive, since High Places is more likely to be useable further in a run given its renown requirements.
  • Edited the desc of Swift Rebuttal to make it clearer (hopefully)
  • Fix Fold Em applying Wound to all targets if modified by Spear Head.
  • Fix crash tooltipping Fatigue outside of battle/negotiation.
  • Fix player preview not disappearing when cancelling out of a targetted flourish.
  • Fix All-Rounder only applying 2 Trauma.
  • Replaced Boosted Pinto Pour with Pale Pinto Pour for better upgrade options
  • Fixed bug where Spore Cloud affected non-attack cards
  • Added missing Finisher flag to Finishing Strike
  • Fix Gut Shot (or other multi-hit attacks) not applying features if the target dies prematurely.
  • Rook Balance Changes:
  • - Increased cost of Induction to 2
  • - Increased cost of Telegraph to 2
  • - Increased cost of Casings to 3
  • - Increased cost of Backfire to 3
  • - Increased cost and damage on Wounding Shot 
  • - Reduced max damage of Charged Barrage to 3
  • - Reduced Overcharge from lever_plus2 to 3
  • Smith Balance Changes:
  • - Increased cost and damage on Conquer
  • - Increased cost of Obliterate
  • - Increased cost of Thickness
  • - Increased cost and damage of Bio-Strike


UI

  • Fix shield status changes not updating the tooltip.
  • 5-10x speedup when opening for people and grafts compendium tab.
  • Cut 33% (~2k) widgets from the Mettle tab in the Compendium.
  • Remove unnecessary hitbox and post_images child widgets from IconButton.
  • Fix crash if clicking on GraftDetails of a graft that was just upgraded.
  • Add missing nil-check to fighter quipping.  Can occur if you for example you kill Jeol and his drones at the same time with an AOE.
  • Fix hidden selected_filters still applying in a FilterOptionalRadioGroup.  This would happen when switching between battle/negotiation cards.
  • Fix missing hit frame for Smith's throw anim.
  • Hold RT/LT to engage turbo cursor, and reduce the speed reduction over hover widgets.
  • Add missing cursor hints on the TravelScreen
  • Fix CardGrid:GetDefaultFocus
  • Battle deck is the default focus when focusing on the top bar in gamepad mode.
  • Reorder top bar widgets so the most important widgets are fastest to access via gamepad.
  • Fix the card info popup showing when you confirm a card upgrade using gamepad.
  • When cancelling a targetted Flourish, animate the card away instead of playing the Expend animation.
  • In any non-Dev branch, include in the lua crash message a list of installed mods.
  • Use the battle/negotiation speed scaling setting instead of Fast Mode to modify the animation speed when choosing Flourishes.
  • Fix objective text disappearing if it is modified during a card game.
  • Changed the anim on knuckle_down to prevent it from dragging out too long with high stacks of Trauma
  • Fix rb/lb button hints for navigating tabs on the Relationship Screen.
  • Increase the animation speed when selecting perks during new game.
  • Fix sticky onscreen card when using Sequencer and choosing a card that's already in hand.
  • Add card count indicators to the main overlay top bar.
  • Fixing the character scrolling on the New Game Screen
  • Hook up the mettle shop bgs.
  • Fix targettable Flourish cards not being usable in gamepad mode.
  • Only cancel chosen flourishes with Cancel or Alt binding. 
  • Adding Confirm-End-Turn option to the simplified-mode options screen, so that players can change that setting if needed
  • Making all the compendium popups into screens, so that things behind them can't get focus and break controller support
  • Don't add Flourishes hint while choosing cards from hand.
  • Keeping the End-turn-button hidden in gamepad mode
  • IMGUI ignores controller input unless the controller was used to start imgui
  • Don't show the reticule while FE fading.
  • Fix gamepad control defaulting to fighter focus after choosing a toolbox card.
  • Prevent access to Flourishes popup during inspection mode in negotiation and combat.
  • Remove superfluous "(B) Cancel" hint while selecting a card to play or while inspecting.
  • Fix location agents occasionally showing up in convo as the initial primary cast in ConfrontStates that are not specifying that cxt:GetAgent() == nil.
  • In negotiations, trying to end turn when there are still playable cards will show the same confirmation popup from battle
  • Making the Compendium tabs take up the whole width, and leave enough padding for the tabs' gamepad button hints. Also now the compendium content width matches the available width on the window
  • Making the compendium scroll only the focused panel (sidebar OR content) when using the gamepad joystick. Also now the gamepad hint switching between Show Sidebar and Show Content works correctly.
  • Add a Reset User Settings option to the Setting screen.
  • Hiding the gamepad hints on the bottom bar for the Options Screen tabs since they already sow near the tabs themselves
  • Changing the card scale on the tooltips, for the different UI scaling modes
  • Showing the right gamepad hint for the pause button depending on the current control mode. Also when the pause button is hidden, the focus loop goes through the relationship indicator, instead of the pause button. And when the top bar is opened with a gamepad, the focus is given to the :GetDefaultFocus() widget, instead of the pause button. Also fixed the corner button's layout issues when animating focus in/out
  • Adjust slideshow text font to fit.
  • Showing tooltips on gamepad mode on the Perks screen
  • Fix for controller reticule getting stuck off if you talked to foolo before facing oolo.
  • Update text related to card xp gains to use tl;dr style, for consistency.
  • Add text notating which cards were upgraded to fight club oppo.
  • Refresh hints on DayOverScreen after the animation coro has finished.
  • Move minigame objective widget from overlay to CardsPanel so it doesn't overlap card choices, etc.
  • Only batch unique textures during font rendering.  Fixes multiple controller images from sometimes not showing up if they overflow the samplers.
  • Fix max perk tier limit popup showing even if you are simply swapping a same-tier perk.
  • Add 'liked' dialog at end of random event, so you aren't fighting your friends.
  • Replaced untrained_pet_card quip that was yote specific
  • The end of turn "are you sure?" prompt no longer shows if the only playable cards are empty bottles
  • Don't generate random roll for negotiation damage previews (we show the range)
  • CardsPanel:LayoutButtons was being called 16 times during the the init process.  Removing a bunch of manual calls to OnScreenMode/OnControlMode changed, since these are automatically called recursively by Widget.  NegotiationPanel:OnGainTop doesn't need to exist for a similar reason.   I can't be certain there aren't some weird edge cases that cutting 16 layout calls down to 3 are going to miss, but better to fix those a different way.
     

 

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