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    • JoeW

      Support Email Error (Zendesk)   08/12/2019

      We are migrating to a new customer support ticketing system (desk.com) and unfortunately while moving over our old tickets the new system (Zendesk) sent an auto reply to "new users". We weren't aware this would happen and so and email was sent out in error. You do not need to create an account and you can ignore the email entirely. You can find more info about this over on our forums here: https://forums.kleientertainment.com/forums/topic/110413-zendesk/ Sorry for the confusion

Kevin

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  1. ...And some more fixes: Fix multiple anchors yielding permanent power. Add {POWER} keyword to hanbis_power_supply Fix heshian_amulet only giving health equal to the number of discarded cards, not their combined cost. Fix "stuck" hit result anim when countering. This *mightconflict with r347250, but trying to repro with rasmus doesn't yield any issues, so going with this for now. Add STATUS flag to status_pinned. This ensures it itself cannot be pinned. (Should probably be a STATUS regardless.) If there is no available card to pin, the Pinned card should not actually be added. bile_grenade should NotifyTriggered before doing stuff for clarity. nil-check engine in case Card is destroyed during processing (eg. bile_grenade killing player) Hide intimidated (bully) combat condition; texture doesn't exist and we show the graft so it's not really necessary. Sparring already hides its condition. Remove EXPEND flag off jakes_triage so it doesn't appear in the trash. Non Sequitor only applies to cards in hand. Fix plurality on acidic_slime description.
  2. Hey Grifters, Here are fixes based on the feedback and reports we got this past weekend. The experimental updates will be primarily fixes until this week's stable release on Thursday. Remove hover_check on ArgumentContainer so that it doesn't interfere with graft tooltips. Rename intimidated social graft to Bully; we already have intimidated. Spawn agents on demand from the regional population if 3-fingers doesn't have enough candidates. 3-fingers shouldn't choose people that already hate you. Don't show expend anim from discard/draw piles if the battle is already over. Fix order that the inker widget removes itself from the FE and its dissolve update to prevent odd frozen backgrounds when running away from battle. Fix stuck card-choice panel when playing cynotrainer_plus2 on spare_blades (or any card that deals more card). Fix dead_draw crashing when resolving one of the drawn cards. Fix Consideration desc lacking Expend. Fix caprice filter so it doesn't include cards from other series, and doesn't include itself. Fix negotiated price shown in mercenary offer dialog to take into account opinion modifiers. Fix Animosity not reducing itself properly. Fix conditions marked as TARGET_TYPE.FRIENDLY_OR_SELF not applying to self if the target is an enemy. Frisk can be 0 cost in all decks for purposes of Swift Rebuttal. Weight the shroog much higher than the shrooglet so that ally AI will attack it more often. View full update
  3. Not making a new post for it, but there's a new experimental build on the way with the following fixes: EXPERIMENTAL 361191 ------------------------------------------------------------------------------------------------------------------- Added glows to road shrine. Added new particles and small fx to road shrine. Outpost lighting revs. Revised Shroog convo positioning. Choose a random skin_tone if a head doesn't define one. Human heads are required to do so, but generic heads like head_bandit_mask_01 may apply to any species including humans. Ignore retired agents returned by collect_agent_locations. Fix crash for buster when conditions are removed without a source. ai_drunk should not be shown as a dealt card. Add separate destroy anims for cards that are Consumed vs Expended. status_bleed Expends, rather than Consumes, because it doesn't go in your deck. triage expends bleed cards, instead of Consuming them. Hook up hesh priest unique head. Added bottom shelf and top shelf graft icons. Added the hesh_greeting emote. Fix makeshift_dagger not applying wound. Makeshift indeed. Fix dialog for foraging_chemist event. Fix Sparring and Intimidated applying their bonus to the opponent negotiator. Following Feint will no longer decay by playing a non-attack card. Added oil rig moving parts and flags and more trees.
  4. Hmmm. Sounds right on our end. Can you submit an in-game F8 feedback about that the next time you're playing? Your log will tell us what your audio settings are.
  5. 360773

    Hey Grifters, Here are fixes based on the feedback and reports we got this past weekend. The experimental updates will be primarily fixes until this week's stable release on Thursday. Remove hover_check on ArgumentContainer so that it doesn't interfere with graft tooltips. Rename intimidated social graft to Bully; we already have intimidated. Spawn agents on demand from the regional population if 3-fingers doesn't have enough candidates. 3-fingers shouldn't choose people that already hate you. Don't show expend anim from discard/draw piles if the battle is already over. Fix order that the inker widget removes itself from the FE and its dissolve update to prevent odd frozen backgrounds when running away from battle. Fix stuck card-choice panel when playing cynotrainer_plus2 on spare_blades (or any card that deals more card). Fix dead_draw crashing when resolving one of the drawn cards. Fix Consideration desc lacking Expend. Fix caprice filter so it doesn't include cards from other series, and doesn't include itself. Fix negotiated price shown in mercenary offer dialog to take into account opinion modifiers. Fix Animosity not reducing itself properly. Fix conditions marked as TARGET_TYPE.FRIENDLY_OR_SELF not applying to self if the target is an enemy. Frisk can be 0 cost in all decks for purposes of Swift Rebuttal. Weight the shroog much higher than the shrooglet so that ally AI will attack it more often.
  6. Hello! Today we are happy to announce the launch of the Griftlands Alpha! You can visit the store page here. This launch build allows you play most of Sal’s story. The final confrontation will be released at a later update, and then the rest of the characters will follow. This game is in active development, so you can expect frequent updates and hotfixes. Our first scheduled update is currently set for July 25th, and we're planning on updating every two weeks after that. In addition to our biweekly updates, we are going to make a special "Griftlands Experimental" build available, which will update much more frequently, and give you a sneak peek at the features that we are working on. This build will be available sometime next week. We’ve got plenty of surprises and fun new mechanics planned for the future. We’re looking forward to making this game a lot better with your feedback! Thanks for playing! F.A.Q. What is Alpha? Alpha is the earliest public stage of Klei games. Ever since Don’t Starve, we have been releasing our game at a very early stage in order to get feedback. At this stage, we feel the game is interesting and fun, but many features are yet to be implemented and some design elements are still up in the air. By playing the Alpha, you are coming in at the ground level and giving us essential feedback about our game. How will you be responding feedback for the Alpha? We have built an in-game feedback system in the game. Simply press F8 at any time in the game and you can send us your feedback. Of course, there will likely be too much feedback for us to respond to individually. We will be primarily garnering and responding to feedback on our forums, and will keep everyone up to date with the current status of the game both on the forums and inside the game. How often will you be updating the game? We expect to roll out updates every 2 weeks. We will also be using an Experimental Branch to give players a sneak peek of the upcoming update. How is the full version planned to differ from the Alpha version? In Alpha, you will be able to play as Sal, the bounty hunter. As we develop the game, we will be adding cards, quests and characters as well as tuning and quality of life improvements. We expect the game to have 3 characters each with their own campaigns at launch. What is the current state of the Alpha version? Currently, you will be able to play as Sal, and complete 80% of her campaign. Each run of the game presents new events, jobs, bosses and cards. When you get to the end of the campaign for each character, you unlock more difficult Prestige modifiers for future runs. How long will Alpha last? We expect Alpha to last for about one year, at which time we will enter the next phase of development into Early Access. We expect to fully launch the game next Fall. If I purchase the Alpha, will I get the full game at launch? Yes. When you buy Griftlands during Alpha, you will have access to the game through Early-Access and you will get the full game at launch. In June of next year, we will be releasing Griftlands into Early Access on Steam. Anyone who purchased on Epic will get the game on Steam for free, and vice versa. Will the game be priced differently during and after Alpha? The base price may be increased as the game becomes more fully featured. Is Griftlands a CCG? No, Griftlands is a single-player rogue-like deck building game with an emergent narrative. You earn cards during play via the jobs you complete, and build out your negotiation and fighting skills. There are no microtransactions. What platforms will Griftlands be on? We currently support PC, and will be adding OSX and Linux support in the future.
  7. Hey Grifters, You know all of those new death loot cards I've been talking about all week? Well, it turns out that the code to actually grant the loot suffered an unfortunate merging accident earlier in the week and wasn't working. We were testing the cards by spawning them with our debug tools, and didn't actually notice they weren't showing up in-game until we got your F8 feedbacks. ...so, thanks for that! When we say 'experimental' build, we aren't kidding! This update enables the death loot drops (for real this time, I think!), fixes some edge cases and bugs with the new boons and banes, and shows relevant boons/banes in the UI when you are playing cards. Thanks for playing! Enable death loot drops (they've been disabled for a while) New death loot cards for jakes and hesh. Social boons/banes show in the graft display in combat and negotiation, if they are applicable. Fixed crash caused by not passing a card when calculating condition stacks. Fix conversation that would accidentally make a vroc talk like person. Fix crash caused by culling new story agents. Fixed bug with Sparring implementation. Make hesh outpost battle XP gain results more clear. Don't allow multiple random map events to fire in a row. Fix performance leak when opening and closing the card compendium multiple times. Fix focused elucidate. View full update
  8. 360515

    Hey Grifters, You know all of those new death loot cards I've been talking about all week? Well, it turns out that the code to actually grant the loot suffered an unfortunate merging accident earlier in the week and wasn't working. We were testing the cards by spawning them with our debug tools, and didn't actually notice they weren't showing up in-game until we got your F8 feedbacks. ...so, thanks for that! When we say 'experimental' build, we aren't kidding! This update enables the death loot drops (for real this time, I think!), fixes some edge cases and bugs with the new boons and banes, and shows relevant boons/banes in the UI when you are playing cards. Thanks for playing! Enable death loot drops (they've been disabled for a while) New death loot cards for jakes and hesh. Social boons/banes show in the graft display in combat and negotiation, if they are applicable. Fixed crash caused by not passing a card when calculating condition stacks. Fix conversation that would accidentally make a vroc talk like person. Fix crash caused by culling new story agents. Fixed bug with Sparring implementation. Make hesh outpost battle XP gain results more clear. Don't allow multiple random map events to fire in a row. Fix performance leak when opening and closing the card compendium multiple times. Fix focused elucidate.
  9. Hey Grifters, This update adds filtering to the card compendium, more social boons/banes and death loot, and a special quest chain that can lead to you having a secondary hideout. Thanks to everyone who's been providing feedback here and in-game on the usability of the new screen - it really helps! Added a new encounter that can lead to Sal having another safe location on the map (hint: If a luminari in a cape asks you to do something, you might want to listen) Added more death loot cards and hooked up new ones for admiralty patrol leader, vrocs and fleads. Hook up irkow's "top_shelf" "bottom_shelf" specific boons as a protoype. Added card sorting by type and rarity to the card compendium. Locked cards don't show up in search results. Only relevant card-types show up in the filters now. When looking at Negotiation cards, negotiation toggles are visible, and vice-versa. Escape closes the card compendium. Fixed Sparring social boon. Fix outwitted social boon. Scorched earth to only expend from discards and doesn't make animosity. force_target should only apply to damage cards, not eg. exploit weakness. Update all usages of {COMPOSURE X} to X {COMPOSURE} to adhere to card text guidelines. Update all usages of composure descriptive text to factor in modifiers. Visionary Facts changed to Focused Facts. Drink convo optiosn show modified resolve gain values (Eg. from social grafts) Position the character anims within the fight/negotiation portrait display widgets so that their faces are in focus. View full update
  10. I think it's currently 1-to-1, but that's subject to change. Looking into your hanbi loot feedback now Yup. Looks like death loot is not working at all. Hrmmm. Thank you very much for finding that bug, @Artixbot. The death loot awarding code got removed by accident in this build. It will be fixed in tomorrow's experimental.
  11. The bosses, most monsters, heavy labourers, admiralty patrol leaders, jakes smugglers, most bandits. We're working our way through the character types. The eventual goal is to get it to be really specific (even per-named-character in some cases).
  12. 360136

    Hey Grifters, This update adds filtering to the card compendium, more social boons/banes and death loot, and a special quest chain that can lead to you having a secondary hideout. Thanks to everyone who's been providing feedback here and in-game on the usability of the new screen - it really helps! Added a new encounter that can lead to Sal having another safe location on the map (hint: If a luminari in a cape asks you to do something, you might want to listen) Added more death loot cards and hooked up new ones for admiralty patrol leader, vrocs and fleads. Hook up irkow's "top_shelf" "bottom_shelf" specific boons as a protoype. Added card sorting by type and rarity to the card compendium. Locked cards don't show up in search results. Only relevant card-types show up in the filters now. When looking at Negotiation cards, negotiation toggles are visible, and vice-versa. Escape closes the card compendium. Fixed Sparring social boon. Fix outwitted social boon. Scorched earth to only expend from discards and doesn't make animosity. force_target should only apply to damage cards, not eg. exploit weakness. Update all usages of {COMPOSURE X} to X {COMPOSURE} to adhere to card text guidelines. Update all usages of composure descriptive text to factor in modifiers. Visionary Facts changed to Focused Facts. Drink convo optiosn show modified resolve gain values (Eg. from social grafts) Position the character anims within the fight/negotiation portrait display widgets so that their faces are in focus.
  13. Hey Grifters! This update adds a card compendium, and starts to fill out unique death loot cards and social effects for more characters. Oh, and Sal gets a new unlockable outfit, because if you're going to be stuck doing everyone's dirtywork in Murder Bay, you may as well be fashionable about it. We'll be adding more social effects and death cards over time, so stay tuned! Changelist: Added a card conpendium screen (accessible form the main menu and the pause menu) Added death loot cards for some characters (more coming soon!) Added new, more powerful and unqiue friend/enemy effects to some characters (more coming soon!) Sal has a new "infiltrator" outfit unlocked at stage 4 Upated the murder bay map art. Fixed some combat delays. Dauntless should not enable morale if the fighter originally had no morale (eg. in conjunction with booster_clamp) Fix duplicate 'intimidated' negotiation modifier id, from the social graft. If graft negotiation_modifier or conditions override the id, use it appropriately. Fix Dauntless not being applied/unapplied correctly Fix crash if killing a character with Dauntless due to triggering a surrender after already being killed. Don't trigger mind_spool damage if negotiation is over Vulnerability applies to argument damage as well. Update Hard Facts to be based on cards played so far, so that the modifier isn't required. Admiralty Patrol Leader boon/bane is now 5 health instead of 10. Bandit Raider boon is now 10 instead of 5. View full update
  14. The difference is just a visual thing (it controls whether or not the character walks over to do the attack). We’re still working out the issues with the compendium filters in experimental
  15. 359912

    Hey Grifters! This update adds a card compendium, and starts to fill out unique death loot cards and social effects for more characters. Oh, and Sal gets a new unlockable outfit, because if you're going to be stuck doing everyone's dirtywork in Murder Bay, you may as well be fashionable about it. We'll be adding more social effects and death cards over time, so stay tuned! Changelist: Added a card conpendium screen (accessible form the main menu and the pause menu) Added death loot cards for some characters (more coming soon!) Added new, more powerful and unqiue friend/enemy effects to some characters (more coming soon!) Sal has a new "infiltrator" outfit unlocked at stage 4 Upated the murder bay map art. Fixed some combat delays. Dauntless should not enable morale if the fighter originally had no morale (eg. in conjunction with booster_clamp) Fix duplicate 'intimidated' negotiation modifier id, from the social graft. If graft negotiation_modifier or conditions override the id, use it appropriately. Fix Dauntless not being applied/unapplied correctly Fix crash if killing a character with Dauntless due to triggering a surrender after already being killed. Don't trigger mind_spool damage if negotiation is over Vulnerability applies to argument damage as well. Update Hard Facts to be based on cards played so far, so that the modifier isn't required. Admiralty Patrol Leader boon/bane is now 5 health instead of 10. Bandit Raider boon is now 10 instead of 5.
  16. Not in this update, but definitely eventually.
  17. Hey Grifters, Experimental is back in business! This update gets rid of a couple of bad difficulty spikes, and fixes a whole bunch of card bugs. Oh, and now you can pet your pets. It's fun! We've got some fun new content planned that we'll be rolling out over the course of the week, so stay tuned for further updates! You can pet and rename your pets in your room at night. Give back pinned cards on bandit goon death. Crayote spitters give you one stack of slime instead of two. Tune down the drusk damage / card insertions in higher prestige levels. Remove the punitive damage from Intimidation. Remove REPLENISH because the card has a lot of keywords, and without the punitive damage it's less of a problem. Limit combat joiners in organic fights, so that the player doesn't get overwhelmed in the early game when sent into, say, the bandit bar. Browbeat can be played at 0 actions again. Can't play combat_drone, vroc_whistle, or protoype_drone if team is already full. Calculate appeal_to_reason cost in any deck, so that it synergizes with eg. swift rebuttal. Clarify description on Scruple. Also give it stack behaviour. Delay the end-turn-button on fights. Also hiding the end-turn and concede buttons if the accept-surrender button is visible. Delay the end-turn button showing up on negotiations. Speed up card upgrade flow on the deck screen. Fix crash when removing some particle systems on cards. Fix coactive orbslug only triggering once a turn. Fix Last Stand giving 2 power instead of being stack-based. Fix Last Stand not being applied in all circumstances, such as being bled. Fix text on improve_accuracy condition. Fix potential infinite loop while resolving autoplay cards if the card is able to draw/reinsert itself into your hand, or the negotiation is won/lost in the process. Fix crash if insulting the opponent's core modifier to win the negotiation. Fix crash due to 'insulted' being triggered more than once (eg. by destroying an argument with Insult and triggering Ipso Facto). Fix crashing modifying nil unstable_drone condition due to team being maxxed; can happen if DRONE_GOON is your ally and you have allies already. Fix strings for Enhanced Defense. View full update
  18. I was more of a writer than a programmer or designer on Inc, but to the best of knowledge it procgened each level and all of the things within it when you actually went to it. Your targets, as such, didn't actually exist until you started your mission. Griftlands has more persistent world state that lasts for your entire run, although we do a LOT of smoke and mirrors to try to make it produce interesting situations more often than it doesn't. We teleport people around to be where then need to be when you look at your map or visit a location, and try to make decisions about what's going on at the last possible moment to keep the game state as flexible as possible.
  19. Of course! There are two types of fights in Griftlands: organic, and scripted. In a scripted fight, you go to a special place to confront a target, and the quest running it all controls who is there. It is able to fine-tune the difficulty of the encounter because it has ultimate control of the agents on both sides (minus any mercs or pets you have along the way, but that's supposed to make things easier so that's ok). An organic fight, on the other hand, gives you a target but doesn't constrain where they show up. It just throws them into the world, and lets the games systems control the surroundings. So you might have to deliver a summons to someone who is alone in their house OR who is standing in a bar surrounded by their friends. This makes for some cool emergent gameplay, but it can sometimes set you up for failure, especially in the early game where you are playing with the starter deck. The new feature in experimental tries to measure the combat strength of each side, and then limits the number of people who join your target, so that you don't get steamrolled.
  20. 359243

    Hey Grifters, Experimental is back in business! This update gets rid of a couple of bad difficulty spikes, and fixes a whole bunch of card bugs. Oh, and now you can pet your pets. It's fun! We've got some fun new content planned that we'll be rolling out over the course of the week, so stay tuned for further updates! You can pet and rename your pets in your room at night. Give back pinned cards on bandit goon death. Crayote spitters give you one stack of slime instead of two. Tune down the drusk damage / card insertions in higher prestige levels. Remove the punitive damage from Intimidation. Remove REPLENISH because the card has a lot of keywords, and without the punitive damage it's less of a problem. Limit combat joiners in organic fights, so that the player doesn't get overwhelmed in the early game when sent into, say, the bandit bar. Browbeat can be played at 0 actions again. Can't play combat_drone, vroc_whistle, or protoype_drone if team is already full. Calculate appeal_to_reason cost in any deck, so that it synergizes with eg. swift rebuttal. Clarify description on Scruple. Also give it stack behaviour. Delay the end-turn-button on fights. Also hiding the end-turn and concede buttons if the accept-surrender button is visible. Delay the end-turn button showing up on negotiations. Speed up card upgrade flow on the deck screen. Fix crash when removing some particle systems on cards. Fix coactive orbslug only triggering once a turn. Fix Last Stand giving 2 power instead of being stack-based. Fix Last Stand not being applied in all circumstances, such as being bled. Fix text on improve_accuracy condition. Fix potential infinite loop while resolving autoplay cards if the card is able to draw/reinsert itself into your hand, or the negotiation is won/lost in the process. Fix crash if insulting the opponent's core modifier to win the negotiation. Fix crash due to 'insulted' being triggered more than once (eg. by destroying an argument with Insult and triggering Ipso Facto). Fix crashing modifying nil unstable_drone condition due to team being maxxed; can happen if DRONE_GOON is your ally and you have allies already. Fix strings for Enhanced Defense.
  21. Hey Grifters, Here's the last experimental update of this sequence. You can now do something about those so-and-so's who give you hated banes if you happen to bump into them on your journeys. We also turned down the difficulty of yote herds, because they were unintentionally strong on later days (like, stronger than a Shroog hard). The plan is to do hotfixes on this build up until the 8th, and then push it to release. The next experimental build will most likely go live a couple of days later on the 12th. Added hated provocation conversation - You can provoke (non-quest-involved) people to attack you by insulting them a lot, and then you can murder them without anyone caring. You lose all of your pets and mercs if you run away from a fight. Ease up on intimidate : it gives 3 stacks, and is REPLENISH. Nerf yote spitter health slightly. Yotes continue to bristle, but after the first one they only get a small amoutn of defend instead of Power. Spitters rotate between slaver, spit, and acid so they don't just constantly pump damage. Nerf acid spit damage slightly. wretched_strike is better implemented via EVENT.DRAW_CARD so it doesn't proc on Improvise, echo_strike, etc. Refresh deck_stats after upgrading, since the number of upgrades changes. Fix for double day 3 job bug: cancel the handler job that you don't pick. Fixed bug where freighter_plus overwrote the MELEE card flag from the base card. Fixed bug where you would have to fight the assassin twice if you picked Three Fingers as your graft reward under certain circumstances. HOTFIX 357892 Fixed bug where negotiation grafts do not spawn. View full update
  22. 357798

    Hey Grifters, Here's the last experimental update of this sequence. You can now do something about those so-and-so's who give you hated banes if you happen to bump into them on your journeys. We also turned down the difficulty of yote herds, because they were unintentionally strong on later days (like, stronger than a Shroog hard). The plan is to do hotfixes on this build up until the 8th, and then push it to release. The next experimental build will most likely go live a couple of days later on the 12th. Added hated provocation conversation - You can provoke (non-quest-involved) people to attack you by insulting them a lot, and then you can murder them without anyone caring. You lose all of your pets and mercs if you run away from a fight. Ease up on intimidate : it gives 3 stacks, and is REPLENISH. Nerf yote spitter health slightly. Yotes continue to bristle, but after the first one they only get a small amoutn of defend instead of Power. Spitters rotate between slaver, spit, and acid so they don't just constantly pump damage. Nerf acid spit damage slightly. wretched_strike is better implemented via EVENT.DRAW_CARD so it doesn't proc on Improvise, echo_strike, etc. Refresh deck_stats after upgrading, since the number of upgrades changes. Fix for double day 3 job bug: cancel the handler job that you don't pick. Fixed bug where freighter_plus overwrote the MELEE card flag from the base card. Fixed bug where you would have to fight the assassin twice if you picked Three Fingers as your graft reward under certain circumstances.
  23. Hey Grifters! This update is mostly fixes and balance changes, but there are some new UI features and a new event to find. Tomorrow's experimental update will be the last of this cycle, as we shift into stabilization mode for the wider release on the 8th. Added new fullscreen presentation for relationship boons/banes. Added an option to buy noodle cards at the noodle shop. Purchasable once a day. Adjusted card art for improved readability. Added a new random event foraging_chemist and the warp_vial item card associated with the encounter. Adjusted the card insert limits and damage values in the drusk fight - it's easier on prestige 0 now, and harder in higher prestige. Added a new random encounter with a specifically written NPC (brave_merchant). Added colourblind-mode option that changes card colours based on three different types of colour-blindness. Added custom max_xp to specialty, size_up and reversal. Add code to keep negotiation wheels on-screen horizontally, even when the characters do wacky animations. Adjusted the damage on the CHASER argument that the bartenders have so it scales less aggressively with difficulty. Added a "back off" option to side_bounty_hunt. Changed OPINION_EVENT.ATTACKED to use OPINION_DOWN instead of BAD (which bottoms out at disliked). Fixed focused cynotrainer sometimes not upgrading a card. Fixed bug where you would meet the vendor again in handler_spree_shake_down even if you didn't buy their fake. Changed spines to use its stacks to indicate how much Counter will be gained. Run the erosion delay in a coroutine so it doesn't block if multiple cards are animated at once (eg. when adding execute cards). Added a prestige indicator to the fight/negotiation screens. View full update
  24. They won’t reset, but they are stuck on the build you got them on. So your experimental unlocks will continue on in new experiments builds. You can move your profile.lua files across builds if you like, and it will probably work, but we don’t explicitly support that.
  25. Oops! That would be my fault. I had multiple changes on the go, and tried to check them in selectively. I'll finish what I'm doing and push the build again. Thanks for finding that! Alright, the build with the fix is on it's way. It usually takes about a half hour to go live. In addition to the fix, it adds the following: Added a new random encounter with a specifically written NPC (brave_merchant). Added colourblind-mode option that changes card colours based on three different types of colour-blindness.