Kevin

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About Kevin

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    Man behind the curtain

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Chester Kickstarter
  • Supported Chester - Snow
Visited by the Title Fairy
  • Visited by the Title Fairy
    Man behind the curtain
  1. 384736

    Hey Grifters, Apologies for the radio silence this past week - the second character is coming out on Thursday, and we've been battening down the hatches and doing all of our pre-flight cross checks in preparation for the launch. Before that, though, we have a couple of general fixes: Added preliminary support for UI scaling - only a handful of screens are supported so far, but they eventaully all will be. Crash fix: Add nil check on test for arterial scanner. Fix crash in accelerator boon graft. Fix for issue when percent_completion doesn't return a proper value. Parse _upgraded cards (eg. all the improvise cards) as actual upgrades so that they show up as related to the original card in the compendium. They have max_xp = 0 so that they do not gain or show xp. Remove the Autoplay keyword. Rephrase cards that relied on that keyword to, "At the end of your turn, ..." which is more verbose but clearer. Remove the token 2 damage on Volatile Spark. Fix BATTLE_EVENT.CALC_COMBO_LOSS instances that were not checking to see if the target of the attack was the graft owner. This would cause crashes if there were two combo users in a fight, and one had the graft. Nailed glove baseline was using the wrong value for combo loss mitigation. Fixed bug caused by Frontal Goad using self.graft before it had been assigned. [behind the scenes]: added automated testing to the game, so that we can more easily find bugs in new content.
  2. Hey Grifters, Apologies for the radio silence this past week - the second character is coming out on Thursday, and we've been battening down the hatches and doing all of our pre-flight cross checks in preparation for the launch. Before that, though, we have a couple of general fixes: Added preliminary support for UI scaling - only a handful of screens are supported so far, but they eventaully all will be. Crash fix: Add nil check on test for arterial scanner. Fix crash in accelerator boon graft. Fix for issue when percent_completion doesn't return a proper value. Parse _upgraded cards (eg. all the improvise cards) as actual upgrades so that they show up as related to the original card in the compendium. They have max_xp = 0 so that they do not gain or show xp. Remove the Autoplay keyword. Rephrase cards that relied on that keyword to, "At the end of your turn, ..." which is more verbose but clearer. Remove the token 2 damage on Volatile Spark. Fix BATTLE_EVENT.CALC_COMBO_LOSS instances that were not checking to see if the target of the attack was the graft owner. This would cause crashes if there were two combo users in a fight, and one had the graft. Nailed glove baseline was using the wrong value for combo loss mitigation. Fixed bug caused by Frontal Goad using self.graft before it had been assigned. [behind the scenes]: added automated testing to the game, so that we can more easily find bugs in new content. View full update
  3. Hey Grifters: Most of our effort at the moment is being spent on polishing and testing new character stuff, but I have a small update for experimental: EXPERIMENTAL 383025 Add Improvise keyword to Caprice. Add Expend keyword to Back Pedal. Added initial UI-scaling functionality, to support various screen sizes. Adding a spinner to change the scaling in the options screen. Support for this setting will come in screen-by-screen over the next couple months. Changed the New Game Screen to adapt to different screen sizes. You can no longer pet any "pets" that can talk (ie. bipedal robots). First Impressions now uses the FIRST_IMPRESSION virtual property to calculate deterministically the agent's opinion on first meet. This remains static for the run.
  4. 382547

    Hey Grifters! Here are the day's fixes, hot off the keyboard. As always, your bug reports are appreciated. You may even recognize your bugs in the list! Update location screen day phase when we switch locations. Fix feud citizenry faction name so that it makes sense Fix check on bad_credit, so that it applies to all shops, not just card shops Move the negotiation panel down a bit, and don't rely on its changing BB for bounds. Fixed the sort by faction on the agents listing in the Compendium. Make the handler boss fights self-defense, so you don't get aggressive. Fix some confusing dialog when dealing with the healing spring Rise n Shine: Add buyers as negotiation targets, so that you can enlist aid from others (including Authorization) Private Security: Add guard and shopkeep as negotiation targets for the optional objectives, so that you can enlist aid from others (including Authorization) Debt Collection: Add quest giver as a negotiation target, so that you can enlist aid from others (including Authorization) Expire Evil Eye at the end of turn. Buster now only triggers for attack cards. Clear BATTLE overlay mode override before issuing the result handler, so that in the loot screen, navigating to your decks permits upgrades to take place. TooltipFighter now takes a Widget.UnitFrame as the tooltip instead of a Fighter, so that it can replicate the order of conditions displayed.
  5. Hey Grifters! Here are the day's fixes, hot off the keyboard. As always, your bug reports are appreciated. You may even recognize your bugs in the list! Update location screen day phase when we switch locations. Fix feud citizenry faction name so that it makes sense Fix check on bad_credit, so that it applies to all shops, not just card shops Move the negotiation panel down a bit, and don't rely on its changing BB for bounds. Fixed the sort by faction on the agents listing in the Compendium. Make the handler boss fights self-defense, so you don't get aggressive. Fix some confusing dialog when dealing with the healing spring Rise n Shine: Add buyers as negotiation targets, so that you can enlist aid from others (including Authorization) Private Security: Add guard and shopkeep as negotiation targets for the optional objectives, so that you can enlist aid from others (including Authorization) Debt Collection: Add quest giver as a negotiation target, so that you can enlist aid from others (including Authorization) Expire Evil Eye at the end of turn. Buster now only triggers for attack cards. Clear BATTLE overlay mode override before issuing the result handler, so that in the loot screen, navigating to your decks permits upgrades to take place. TooltipFighter now takes a Widget.UnitFrame as the tooltip instead of a Fighter, so that it can replicate the order of conditions displayed. View full update
  6. 382253

    Hey Grifters, Here are today's fixes. Nothing *too* exciting, which I suppose is a good thing when it comes to bug fixes. Reduced max resolve of all_business by 1. Defer plax phase changes in most cases - this will stop the "sudden nighttime" glitch. Update description on Auto-Plating to keyword defend. Move the default Heart modifier to Negotiator:OnStartNegotiator, so the on_start_negotiation hook can decide whether to replace it or not. Fixes the default modifier being shown as removed when negotiating vs. Threekwa. Update some of the remaining UI screens to use CONTROL_MAP so that controllers work better. Update Panic description to clarify its behaviour at 1 stack. Fix death preview being shown on Protoype Drones, which had their normal health and could be killed normally. Don't give aggressive cards for ISOLATED fights. All the beast pets except the vrocs and crayotes fall back to [support, beast] quips in negotiation. Allow posted features to recursively post other features when building tooltips. Set sal_hesh_outpost_entry_1.lua cooldown to LONG, to prevent you from ever seeing it twice in one run. PutImportantAgentsInWorld() no longer clears parties for agents in the player party. Shrink edit label box for name setting, so that really long names that break the UI can't be assigned. Flag Jakes' Knee Cap as a debuff, as it applies EXPOSED.
  7. Hey Grifters, Here are today's fixes. Nothing *too* exciting, which I suppose is a good thing when it comes to bug fixes. Reduced max resolve of all_business by 1. Defer plax phase changes in most cases - this will stop the "sudden nighttime" glitch. Update description on Auto-Plating to keyword defend. Move the default Heart modifier to Negotiator:OnStartNegotiator, so the on_start_negotiation hook can decide whether to replace it or not. Fixes the default modifier being shown as removed when negotiating vs. Threekwa. Update some of the remaining UI screens to use CONTROL_MAP so that controllers work better. Update Panic description to clarify its behaviour at 1 stack. Fix death preview being shown on Protoype Drones, which had their normal health and could be killed normally. Don't give aggressive cards for ISOLATED fights. All the beast pets except the vrocs and crayotes fall back to [support, beast] quips in negotiation. Allow posted features to recursively post other features when building tooltips. Set sal_hesh_outpost_entry_1.lua cooldown to LONG, to prevent you from ever seeing it twice in one run. PutImportantAgentsInWorld() no longer clears parties for agents in the player party. Shrink edit label box for name setting, so that really long names that break the UI can't be assigned. Flag Jakes' Knee Cap as a debuff, as it applies EXPOSED. View full update
  8. Haha. I saw that report and the build number that was behind mine and was worried someone was getting really frustrated. Glad you saw the note in the forum.
  9. Oops. I had assumed that I had properly marked up the which fights were defensive. It was a poor assumption. Should be mostly fixed now. If you notice any particular fights that don't seem like fair aggressives, please f8 them. Also, i fixed the description of aggressive - it should give apprehensive, not wary.
  10. 381957

    Hey Grifters, Here are today's fixes / changes: Add "aggressive" negotiation status card if you attack someone (fight in non-self defense). Hide selection_cursor on deck screen init in case there are no cards to show. Lowered price of Jeol's prototype drone(death loot) from 2 to 1. Company Band now correctly works on autodogs. Drone Mastery now applies to mechs instead of just drones. Fixed bug where preparing the Killer card would grant an additional dominance. Swift Rebuttal no longer improvises unplayable cards. Slight buff to Boosted Rebuttal and Boosted Low Blow (to even up the upgrade options). Add Existential Crisis keyword to the Assassin negotiation. Put important people into position when evaluating positions even if they are already in the world. Clairfy Oppress description (it applies to bounties as well). Started work on Sal-the-npc for reasons. Fixed the alignment on the Replace grafts screen. Duplicity/Amnesiator trigger on POST_RESOLVE so that the resolving card's target can be re-used (by END_RESOLVE, the card's target is cleared). Fixes eg. playing Duplicity followed by Focussed Elucidate targetting a random argument for the second play. Fixed bug where counter would sometimes cause the counter target to wait for a full cycle of their idle before returning home Change target practice description to use numerals for consistency. Remove sparky's old custom negotiation so that he will receive the spark baron core argument. Fixed browbeat Desc. Added upgrade names for Deceive. Fixed random targeting on flatter. Made the plax the outline size inversely-proportional to the scale of the animated characters. Aligned the upgrade-available indicators on the top bar. Happy weekending to all!
  11. Hey Grifters, Here are today's fixes / changes: Add "aggressive" negotiation status card if you attack someone (fight in non-self defense). Hide selection_cursor on deck screen init in case there are no cards to show. Lowered price of Jeol's prototype drone(death loot) from 2 to 1. Company Band now correctly works on autodogs. Drone Mastery now applies to mechs instead of just drones. Fixed bug where preparing the Killer card would grant an additional dominance. Swift Rebuttal no longer improvises unplayable cards. Slight buff to Boosted Rebuttal and Boosted Low Blow (to even up the upgrade options). Add Existential Crisis keyword to the Assassin negotiation. Put important people into position when evaluating positions even if they are already in the world. Clairfy Oppress description (it applies to bounties as well). Started work on Sal-the-npc for reasons. Fixed the alignment on the Replace grafts screen. Duplicity/Amnesiator trigger on POST_RESOLVE so that the resolving card's target can be re-used (by END_RESOLVE, the card's target is cleared). Fixes eg. playing Duplicity followed by Focussed Elucidate targetting a random argument for the second play. Fixed bug where counter would sometimes cause the counter target to wait for a full cycle of their idle before returning home Change target practice description to use numerals for consistency. Remove sparky's old custom negotiation so that he will receive the spark baron core argument. Fixed browbeat Desc. Added upgrade names for Deceive. Fixed random targeting on flatter. Made the plax the outline size inversely-proportional to the scale of the animated characters. Aligned the upgrade-available indicators on the top bar. Happy weekending to all! View full update
  12. They didn’t really fit with the flow of the game in general. And they weren’t something that we wanted to generalize to the other characters.
  13. 381672

    Hey Grifters, Another day, another pile of fixes. Thanks for all of the reports! Some balance changes to damage on Sal cards. Fix Wide Wild Lunge so it behaves like Target Practice (could conceivably attack the same enemy twice). Hide the targeting arrow correctly in gamepad mode if focusing on an Intent. Clean up presentation of handler job choice: Don't show jobs in the quest log until you accept them. Make sure the reward widget displays the correct values before you accept the quest. Make sure the opt tooltip always displays as an offer, not a status. DoAttack now doesn't abort the postAttack of the previous card played unless it has the same anim as the new attack. Removed Sal's dreams. Intro dialogue when changing outfit no longer repeats every time you change outfit. Fixed crash when trying to call over a pet that you have left in your room. Fixed two crashes related to calling :Fn() in the on_success of a negotiation. Removed undefined variables being passed into PayMoney(). Interior Drill now behaves like Quick Charger (reduce card cost until played). Locked prestige level buttons no longer show a tooltip listing their modifiers. Update noodle descs to adhere to guidelines: when there are multiple actions, they are distinct sentences. Fix description on feint_plus2f. Also, only remove 1 stack when an attack card is resolved). SetCardFocus on PRE_RESOLVE rather than POST_RESOLVE for more responsiveness when playing with a gamepad. Update Favored by Hesh description to refer to {SURRENDER} instead of morale. Fix sharpen and shadow_mastery not stacking. Battle conditions defined in cards should inherit the card's desc_fn if necessary.