Update Information:
Hey Grifters!
We have a couple of new systems appearing in this update: Flourishes and Mettle.
Flourishes are special attacks that you can perform after filling your flourish meter. You fill your meter by playing cards and doing and taking damage. The bar carries over battle-to-battle and negotiation-to-negotiation. When it is full, you can select one of your unlocked flourish cards to play on your turn. We'll be adding an in-game unlock screen for flourishes - you will unlock new cards there by spending points that you earn by defeating different bosses at the various prestige levels.
Mettle is a new currency that you earn through quests, or by killing characters with the mettlesome condition, or by destroying mettle bounty arguments in negotiation, or with shills. Play a run with each character, and they will meet a special character who will take those points in exchange for permanent character upgrades that carry over between runs.
We've also been adding content here and there - there are a couple of new npc defs and promoteds in various states of completion, and the bones of smith's day 3 are there for dataminers to puzzle through. As this week continues, we'll be finishing flourishes and mettle (with presentation, shop screens, etc), and the new characters.
Oh, and there's a small Sal card balance pass in-progress. If you have any specific sal card/graft change suggestions, we are all ears!
UI
- Suppress 'hit' flash for characters that evade.
- Hooked up placeholder mettle tab in the compendium - it doesn't actually do anything yet
- Hooked up the flourish bars in both negotiation and battle so that they are activatable
- Show relationship history in AgentTooltip
- Fix delayed presentation of image slide following a movie slide.
- Adding a temporary Flourish widget to the Negotiations and Battles (it will look better soon)
- Added Smith's Battle tutorial to the pause menu
- Fix grifts button on the PerkScreen showing grafts.
GAMEPLAY
- You can now run away starting turn 1.
- don't show hated message if you kill the merchant in side_smith_sponsorship_deal
- add mettle vendor to brawls, allow mettle upgrades in dailies
- set up all character's mettle shops, make the mettle seller present themselves to all players
- Set up mettle_bounty and mettlesome spawning
- Set up a new def for the Pearlies
- Create 'upgraded' versions of trained_pet/untrained_pet per pet type, so the arguments can be recreated without knowing which pet they are supposed to belong to.
- added battle card temp art and negotiation temp art to flourish cards
- hook up seemli's build, and the partner hideouts on smith day 3
- adjust numerical difficulty down in story mode
- add an opinion event when letting the admiralty go in drop_smuggle_in_admiralty_weapons
- Fix killed dialog not being run if you kill the loan shark.
- Fixed bug where Phroluk wouldn't buy mechanical pets
- Set up a combat behaviour for the Promoted Luminitiate
- Added the missing Turncoat boss to Sal's Brawl
- Switched the functionality of Chartreuse and Taupe to match their descriptions in oppo_beach_goo.lua
CARDS
- Hatch cards no longer show an xp bar, because they cannot be "upgraded". The Hatch keyword indicates the number of times the card must be triggered for it to hatch.
- smith's day 3 is functional - needs dialog, bucket quests, and boss fights to be complete
- Update Catchpenny. It doubles at the start of your turn. Remove the Poor Merchant aoe attack.
- Picking "Chug" from Smith's Wide Flask, now plays wide flask instead of the base card
- Add upgrade split for Tough and Angry
- Galvanized now injects the Voltaic keyword.
MISC
- use the defended/evaded tag on the specific hit to determine hit result anim.
- Only play the step_back anim on the first hit in a multi-hit attack.
- Revised shroke eyes in slide
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Revised Nadan slide
You can join in the Discussion Topic here.
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