Griftlands

Griftlands

Arint's Last Day
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Update: 29 Jun, 2021 @ 10:47pm

v0.6.0 - The Last Word

ART

- New wallpaper and Workshop icon by veryrussiancorn!

QUESTS

- Event: Persuasion Enhancer - Fixed an issue where Strange Perfume would not attack on the first turn it was applied.

MECHANICS

- New Bounty: Authority - When destroyed, deal 1 damage to your core argument for every 3 stacks of Authority you have. Friendly attack arguments deal +1 damage for every 3 stacks of Authority you have. At the start of your turn, increase Authority by 1.
- New Argument: Counter Point - Whenever any friendly argument is attacked, deal 1 damage per stack to a random opponent argument. Remove at the start of your turn.
- Mark: Now gives Arint 1 Next Turn Charge on hit and changes description accordingly if you are playing as her.

CARDS

- Jump Cables: Now reads and behaves as "Gain 3 Beam Charge" if you are playing Arint.

- 30 NEW NEGOTIATION CARDS!

- Boss Training: Removed Abundance from pool. Added Authorization and Rebuttal.
(Authorization (0) Unique Diplomacy: Gain 1|2 Authority. Expend)
(Rebuttal (0) Unique Hostility: Gain 1|2 Counter Point. Expend)
- Abundance: Can now affect bounties as well as normal arguments. Cannot target Weakness or Secret Intel. Removed upgraded form.

- Anticipate: Effect changed to "Remove all Composure from a friendly argument. Insert a Proactive card into your hand that applies that much Composure."
(Proactive (0) Unique Manipulate: Apply X Composure. Expend, Replenish)
- Backup: Effect changed to "When drawn, apply 2 Composure to 2 random friendly arguments. Increase Composure applied by 1 each additional time this card is drawn. Unplayable"
- False Security: Effect changed to "Apply 4 Composure to an opponent argument. Incept Vulnerability equal to that argument's total Composure. Expend"
- Ignore: Effect changed to "Remove all opponent inceptions. Gain 2 Dominance for each inception removed."
- Imposing: Added secondary effect "Increase by half your Dominance."
- Planted Evidence: Renamed to Plant.
- Recompense: Added [1-3] damage. Effect changed to "Draw 2 cards. Attack again and create 1 Recompense for each Diplomacy card you draw."
- Refresh: Effect changed to "Discard any number of cards, then draw that many cards."
- Reiterate: Increased Composure amount to 5.

- Alliance: Now shows in the description how much Influence you will gain.
- Bad Cop: Argument effect effect to "Whenever you draw a Hostility card, increase Bad Cop by 1. At 10 stacks, destroy this argument. When destroyed, insert Riot Act into your hand." (Riot Act (0) [X] Unique Hostility: Deals 1 damage for every stack of Bad Cop you had when it was destroyed. Expend)
- Charisma: Effect changed to "Restore 3 resolve to an opponent argument. Incept 3 Doubt. Expend"
- Confirm: Reduced damage bonus to 1.
- Good Cop: Increased argument damage to [3]. Argument now targets 2 arguments per stack and reduces card damage by 1 per stack.
- Incitement: Increased rarity to Rare.
- Lockdown: Reduced Composure amount to 3.
- Lure: Changed effect to "Remove a friendly bounty. Gain 2 Bait. Expend"
- Overshare: Reduced rarity to Common.
- Stone-Faced: Increased cost to 5.

- Analyze: Argument effect changed to "Whenever any argument is destroyed, gain 2 Composure and draw 1 card."
- Blackmail: Slightly reduced effectiveness of Dirt cards. (2 Vulnerability | 2 Flustered | 1 Ashamed | 1 Doubt)
- Call For Aid: Reduced Influence spending cap to 5. Changed Cavalry effect to "Spend 1 Influence: Draw a card. Expend"
- Deadpan: Changed effect to "Remove all Composure from a friendly argument. Improvise a unique card based on the amount of Composure removed. Expend"
(Deadpan Joke (0) [1] Unique Diplomacy: Increase maximum damage by 1 per Composure removed by Deadpan. Expend)
(Deadpan Sarcasm (0) Unique Manipulate: Gain X Bait, equal to half the Composure removed by Deadpan. Expend)
(Deadpan Insult (0) [0] Unique Hostility: Hits all opponent arguments. Deals damage equal to half the Composure removed by Deadpan. Expend)
- Spot Weakness: Increased cost to 3.
- United: Effect changed to "Gain 1 Authority for every other card in your hand." Shows in the description how much Authority you will gain. Type changed to Diplomacy. Changed icon.

FLOURISHES

- Asset Forfeiture: Changed Frisk amounts to 2|4. Changed Wealth Extractor amounts to 1|2.
- Hardened Heart: Effect changed to "Generate 3|4 Proactive cards that apply 4|5 Composure. Insert 1|2 into your hand and 2 into your draw pile."
- Flaunt Authority: Renamed to Strength In Numbers.
- Flavor text added to remaining negotiation flourishes.

GRAFTS

- Impact Gauntlet: Fixed upgraded description mismatch.

- Anxiety Engine: Effect changed to "The first time you gain a new bounty each turn, insert a|2 Proactive card|s that apply|ies 3 Composure into your hand." Rarity increased to Uncommon.
- Sensory Node: Effect changed to "At the start of your turn, gain 1|2 Counter Point if your opponent has an inception." Rarity increased to Uncommon.
- Stress Winder: Effect changed to "If you have 3 or more bounties at the start of your turn, choose up to 1|2 cards in your hand to gain Sticky." Rarity increased to Uncommon.
- Target Painter: Added Recompense to pool of potential bounties.

- Accelerator: Rarity reduced to Common.
- Adrenaline Spike: Now affects both regular arguments and bounties.
- Credentials: Effect changed to "At the start of negotiation, gain 3|5 Authority and 1|2 Influence."
- Mental Shielding: Rarity reduced to Common.
- Tell Spotter: Rarity reduced to Common.

- Heartrate Monitor: Effect changed to "Every time your opponent adds a new intent to deal damage, gain 1 Influence | and 1 Dominance."
- Symbiotic Lifeform: Reduced upgraded damage bonus from 4 to 3.
- Wave Carrier: Made tweaks to how Composure decay math and timing work.

- Stolen Keepsake: Now reduces attack argument damage by 33% instead of 50%.

Update: 6 Jun, 2021 @ 2:35pm

v0.5.3

CARDS

- Core Reboot: Fixed the card not Expending. Changed behavior to better fit card description so that instead of adding 1 Next Turn Charge for each cell you have, it adds a hidden condition that, at the start of your next turn, adds 1 Beam Charge at a time until you're Fully Charged.

Update: 5 Jun, 2021 @ 2:03pm

v0.5.2

MECHANICS

- Overdrive now affects Weakness: Inflammable and Weakness: Old Injury

CARDS

- Fixed an issue where Speed Burst was not giving cost discounts to Improvised cards properly
- Lockdown, Reiterate, and Lure can no longer target Secret Intel bounties

GRAFTS

- Ambient Thunder: Addressed an issue where Static decay would always be rounded up rather than down, so that an enemy could never go below 1 Static

QUESTS

- Side: Enforced Neutrality - Changed the wording of the negotiation option targeting the Black Market guard to better indicate that a fight will follow

Update: 4 Jun, 2021 @ 1:25pm

v0.5.1

UI

- Added missing condition icons for Conduction, Mobile Guard, Overload, Second Wind, and Holy Warrior

CARDS

- Addressed an issue with Doom Strike and Stunning Force where they would multiply their effects based on the number of enemies present
- Fixed Conduction requiring you to target an enemy

Update: 4 Jun, 2021 @ 3:42am

v0.5.0 - Battle Angel Arint

MECHANICS

- New keyword: Contained - Cards with the Contained keyword do not have their buffs or debuffs boosted by Overdrive.
- Presence: As a fallback, now applies 1 Dread to enemies that don't have Panic meters. (Enemies with Dread deal 20% less damage and receive 20% more damage. Dread cannot be applied to robots.)
- Overdrive: Addressed an issue where Overdrive would not apply to Weakness: Stiff Leg or Weakness: Infected.
- Whisper of Hesh: Effect is now multiplied per stack.

CARDS

- 30 NEW BATTLE CARDS!

- Staff Bash: Removed Induction upgrade. Added Lucid upgrade.
- Staff Whip: Added Induction upgrade.

- Center: Increased Empty additional Trance gain to 2.
- Dizzying Blow: Increased Dazed applied from 2 to 4. Changed secondary effect to "Gain 2 Overdrive."
- Electric Beam: Increased damage from [3] to [6]. Decreased Static applied from 6 to 4. Rarity increased to Uncommon.
- Energizing Wallop: Effect changed to "Gain Overdrive equal to the amount of health lost." Damage reduced to [2-3].
- Focused Beam: Changed secondary effect to "Deals 5 bonus damage for *every* Beam Charge spent." Rarity increased to Uncommon.
- Haze Strike: Now applies 3 Strange Chemical by default. Saturated threshold increased from 5 to 6.
- Kickstart: Changed drawback to 1 Wound instead of 2 Cooldown. Added Contained keyword.
- Opportune Blast: Changed cost from Unplayable to 1. Changed effect to "If this card was Improvised this turn, gain 2 Overdrive and hit all enemies." Changed damage to [4-6].
- Planned Attack: Effect changed to "Apply 2 Fixed before attacking." Rarity increased to Uncommmon.
- Redirection: Applies 2 Strange Chemical instead of gaining 2 Counter by default.
- Serene Force: Effect changed to "Apply 2 Dazed per empty cell."
- Shocking Display: Secondary effect changed to "Gain 1 Overdrive for each Beam Charge you have."
- Signal: Rarity increased to Uncommon.
- Spark Transfer: Effect changed to "Spend 1 Beam Charge. Target 2 random enemies. Apply 6 Static."
- Taunt: Reduced Presence gain to 2.
- Terror Strike: Effect changed to "If this card causes health loss, gain 3 Presence."
- Toxic Smite: Effect changed to "If the target has any Strange Chemical, apply half that much Static and Expend this card." Added Contained keyword.
- Wireless: Changed effect to "Trigger an enemy's Static effect. Gain 1 Beam Charge."

- Burning Beam: Rarity reduced to Common.
- Circuits: Ability changed to "Whenever you gain Beam Charge, draw 1 card."
- Cleanse: Effect changed to "Spend 1 Beam Charge. Remove a random debuff." Changed targeting to friendly or self. Rarity reduced to Common.
- Conduction: Effect changed to "Ability: At the start of your turn, double all enemies' Static. Expend" Rarity increased to Rare. Cost increased to 2.
- Core Reboot: Effect changed to "Spend all Beam Charge, if any. Gain 1 Overdrive per Beam Charge spent. Next turn, gain Beam Charge until Fully Charged." Added Expend keyword.
- Critical Blow: Base Wound amount changed to 1. Added "Overdrive is half as effective on this card."
- Disarray: Ability changed to "Whenever you or an ally hit an enemy who has Dazed, apply 2 Dazed to all enemies."
- Mechanism: Primary effect changed to "Improvise a Cannon Ops card from your draw pile." Will generate Manual Recharge if there are no valid cards.
- No Sell: Ability changed to "Whenever you fully mitigate an attack, apply 1 Dread to all enemies."
- Rolling Throw: Effect changed to "Improvise a Martial card from your discard pile. Gain 2 Trance." Will generate a new Dud if there are no Martial cards in discards.
- Scatter Beam: Damage increased to [5-6].
- Shield Cycle: Defense per Beam Charge amount reduced to 3.
- Stunning Force: Effect changed to "Apply Dazed equal to the damage dealt by this card." Increased cost to 2.
- Stylish Bash: Effect changed to "This card deals max damage if it was Improvised this turn." Damage increased to [3-10].
- Surplus: Increased Strange Chemical amount to 5.
- Tenacity: Ability changed to "Whenever you gain Presence, 1 random card in your hand costs 1 less until played." Rarity increased to Rare.
- Vagrant: Rarity increased to Rare.

- Ascension: Increased Trance cost to 10.
- Nightmare: Reduced all base debuff amounts back down to 1.
- Overload: Effect changed to "At the start of the next 3 turns, gain Overdrive equal to half of your remaining Defense." (Original effect reworked and moved to a new Uncommon card called Power Stance.)
- Storm Field: Ability now only applies 2 Static per trigger. Rarity reduced to Uncommon.
- Quiver of Fear: Effect changed to "Apply 2 Dread to all enemies and double their Existential Crisis." Cost increased to 2.

GRAFTS

- Anticipator: Effect changed to "At the start of the 2nd, |4th, and 6th| turns of battle, gain 1 Beam Charge."
- Dermal Stimulant: Defense gain increased to 3|4.
- Pain Dampener: Effect changed to "Whenever you lose Presence or Trance from taking damage, gain 1 Defense per stack removed |+ 2|." Rarity increased to Uncommon.
- Shock Gauntlet: Effect changed to "Your Martial attacks apply 2|4 Static if the target has none.

- Electromagnet: Effect changed to "At the start of battle, apply 3|5 Static to all enemies."
- Force Driver: Rarity decreased to Common.
- Impulse Sorter: Rarity increased to Rare.
- Oshnu Mix: Defense gain increased to 4.
- Self-Hypnotism: Upgraded form now increases Trance maximum boost to only 5x.
- Smoke Bomb: Rarity reduced to Common.

- Coolant Vents: Effect changed to "At the end of your turn, gain 2|3 Defense and 1|2 Trance for every empty cell you have."
- Reflex Padding: Rarity reduced to Uncommon.

CAMPAIGN

- Main: Afternoon Report - Fixed an awkward italic bracket

UI

- Updated battle tutorial to reflect change to Whisper of Hesh

FILES

- Removed old preview-build-era Arint card files

Update: 22 May, 2021 @ 1:36pm

v0.4.2

CARDS

- Gaslight | Scrutinize: Both now show how much Doubt/Ashamed will be converted in the card description during a negotiation
- Avarice: Now Expends

CAMPAIGN

- Sidequest: Small Fish, Big Pond - Fixed an incorrect dash
- Sidequest: Secret Handshake - Fixed an incorrect character reference in dialogue

Update: 19 May, 2021 @ 12:16pm

v0.4.1

CAMPAIGN

- Sidequest: God in the Machine - Changed wording of post-convince-success dialogue with the Rise dealer to be less harsh
- Sidequest: God in the Machine - Addressed an issue where post-defend-Steven dialogue wouldn't track whether the luminari was dead or not

MECHANICS

- Dance Partner - Reduced damage boost to 1 per stack. Changed behavior so that only friendly Maneuvers and non-attack NPC abilities reduce stacks (along with the end of the turn). Changed wording to make it more clear that friendly non-attack abilities also count for removal.

Update: 18 May, 2021 @ 6:49pm

v0.4.0 - Underground Party

CAMPAIGN

- Attempted to address an issue where sidequests could show up twice in the same run... by adding two new sidequest options!
- NEW SIDEQUEST: Secret Handshake - Reports indicate some Spark Barons and Rise are banding together behind their superiors' backs. Find their hideout and decide what to do about them.
- NEW SIDEQUEST: God in the Machine - A priest wants you to hunt down a Heshian group that is stealing automechs for heretical purposes.
- Side: Small Fish, Big Pond - Fixed an incorrect dash
- Side: The Pearl's Prodigal Son - Addressed an issue where the option to convince Tei to hand over the artifact didn't show the item you would get
- Event: Wandering Chef - Fixed an incorrect dash
- Event: Meet Shel - Rephrased the intern option to be more clear that Shel will join you if you succeed
- Main: Final Report - Slightly changed wording

CHARACTERS

- NEW BOSS: Rebuilt Oddity Steven
- Bio added to NPC Boss Rook

CARDS

- Reinforce: Fixed an issue that prevented it from targeting bounties
- Deep Bog Sample: Reduced Hatch count from 12 to 8
- Attempted to address an issue where the quips associated with cards like Insult, Start Battle, and Take Supporters would be overridden by Arint's default card-type quips
- Fixed an issue with a unique quip for Level Orange Clearance where the wrong character would become scared
- Good Cop: No longer targets all opponent arguments, instead targets 1 random opponent argument per stack. Card now adds 2 stacks of the argument by default. Damage reduction no longer scales with stack size.

Update: 6 May, 2021 @ 1:22pm

v0.3.10

GRAFTS

- Anticipator: Fixed an issue where it was still referring to Auto-Battery instead of Next Turn Charge. Now reads "At the start of the 2nd turn of battle, gain 1|2 Beam Charge."

Update: 4 May, 2021 @ 2:43pm

v0.3.9

CAMPAIGN

- Spark Barons HQ: Added post-text to the option to return to your quarters explaining that you can consume the refreshments you've ordered there
- Contract: Bad Cop, Worse Cop - Added conditional dialogue for when you succeed in fooling the prisoner after beating them up at least once. Added post-text foreshadowing the benefits of fooling the prisoner.
- Side: The Pearl's Prodigal Son - Added a negotiation option during the conversation with Smith's nemesis at the digsite; can convince him to give up on Smith and then go searching for Smith alone. Added post-text that foreshadows that you'll have to fight the boss if you pretend to go along with his plan. Changed quest focus from "Battle" to "Battle & Negotiation."