Griftlands

Griftlands

Arint's Last Day
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Update: 16 Apr, 2021 @ 2:54pm

v0.2.8

MECHANICS

- Trance: Now increases minimum AND maximum damage, not just minimum, up to twice the base maximum
- Whisper of Hesh: Arint now gains 2 Defense when she hits an enemy with Whisper of Hesh

TUTORIALS

- Added a battle and negotiation tutorial for Arint. These tutorials appear once if they haven't been seen yet when you enter a battle or negotiation, and can be replayed manually through the Options menu under Mods

CARDS

- Rhetorical Device (+ Pious/Hateful): Added references to the involved arguments when hovering over the card (straddling the line between a helpful preview and a wall of reference text)

Update: 15 Apr, 2021 @ 6:06pm

v0.2.7

MECHANICS

- Dazed: Addressed an issue where Dazed's threshold effects would not trigger immediately if you had enough Overdrive to apply more than 10 or 20 on the first application

CAMPAIGN

- Event: Cobblebot Con - Fixed a line in the followup event not checking the right pronoun
- Sidequest: Every Bog Has Its Day - Added a word of narration
- Main: Cleanup Duty - Fixed a typo
- Opportunity: Rest and Relaxation - Fixed a structural issue where selecting an upgrade/remove option and backing out would continue the dialogue instead of returning to the menu, effectively skipping the opportunity

CARDS

- Mechanism: Increased cost to 1
- Rolling Throw: Increased cost to 1

Update: 14 Apr, 2021 @ 9:02pm

v0.2.6

CAMPAIGN

- Sidequest: The Pearl's Wayward Son - Fixed a crash at the end due to improper variable reference
- Main: Final Report - Added a line of narration during the resignation success dialogue based on how many goons you've convinced (all/some/none)
- Event: Rebel Trap - Added a 2-streak limitation to whether the equipment stash is legit or a trap

BRAWL

- Updated Freelancer Brawl schedule to be more in line with main game's Brawls, especially with regard to merchant appearances

CARDS

- Fixed an issue where a couple of cards like Charged Staff Bash that modified their own action cost would fail to communicate that they were the source of the reduction, resulting in the tooltip "Modified by: nil" when hovering over the modified action cost
- Scrutinize: Changed rarity to Rare
- Gaslight: Changed rarity to Uncommon
- Breaking Point: Changed rarity to Uncommon
- Critical Blow: Damage increased to 6-8
- Spot Weakness: Increased cost to 3
- Reiterate | Lure | Lockdown: Can no longer duplicate/convert/remove own Weakness arguments

GRAFTS

- Wave Carrier: Attempted to address an issue where it would fractionalize Composure decay for the player and the opponent, not just the player

Update: 14 Apr, 2021 @ 11:46am

v0.2.5

CHARACTERS

- NPC Smith: Gave him a bio on the off chance his character is generated for a quest that isn't chosen and thus shows up in the bar and you meet him

CAMPAIGN

- Sidequest: An Eye for an Eye - Reduced dormancy state timers for post-spare and post-capture followup events
- Sidequest: The Pearl's Wayward Son - Made it so that Smith is always in hiding as long as the quest is active

Update: 13 Apr, 2021 @ 7:42pm

v0.2.4

MECHANICS

- Reduced Arint's negotiation and battle graft slots to 3
- Changed Prestige Point costs of Flourishes from 1 & 2 to 3 & 7
- Changed Arint's Weaknesses:
Weakness: Blind Spot - Arint takes 3 bonus damage from all incoming attacks if she has any Trance at the start of her turn.
Weakness: Telegraphed - The first time you play a Cannon Ops card each turn, all enemies gain 1 Evasion.
Weakness: Dependent - If Arint is Empty at the start of her turn, all enemies remove 4 Strange Chemical.

CAMPAIGN

- Main: Behind the Scenes - Tweaked spawning of events and opportunities in Evening 3 to address an issue where events were getting backed up in a queue
- Sidequest: Small Fish, Big Pond - Tweaked giver's intro dialogue to not directly reference the Caffy as if they're not already there, in case they are
- Event: Wandering Chef - Fixed typo
- Sidequest: Customer Service - Retire the recruiter from the campaign if captured, plus the giver if alive after fighting them
- Main: Cleanup Duty - Flekfis likes you if you beat the boss solo
- Main: Final Report & Overtime - Further tweaked enemy squad difficulty
- Sidequest: An Eye for an Eye | Sidequest: The Pearl's Wayward Son | Contract: The Fate of Kashio | Opportunity: Papers, Please - Removed BOSS_FIGHT flags from battles to prevent getting double drafts
- Main: Behind the Scenes - Added an interrupt event after killing Rook at the dead drop
- Event: Desperate Zealot - Tweaked backup posse squad generation
- Event: Persuasion Enhancer - Made the Chemist always a brand-new character

BRAWL

- Removed unlock condition from Freelancer Brawl for testing purposes (bit of an oversight, that)

CARDS

- Fixed issues where maneuvers that applied Dazed or Static would not eliminate the hit buffer after applying
- Combative: Changed flavor text

FLOURISHES

- Hardened Heart: Applies Composure to all friendly arguments, not just bounties. Creates an argument with 2 resolve that applies Composure on the following turns.
- Master of War: Now adds 5/8 Trance, 5/8 Presence, and 10/20 Defense.

Update: 13 Apr, 2021 @ 11:09am

v0.2.3

CAMPAIGN

- Main: Behind the Scenes - Removed the auto-sleep sequence from the second optional sleep opportunity between Final Report and Overtime. Like the power nap, it now has a separate dialogue option with the HQ guard to trigger it.
- Main: Behind the Scenes - Both "Go to sleep" objectives now mark the HQ guard to make the next step more clear.

CARDS

Staff Bash: Reduced max XP to 6.
Staff Whip: Reduced max XP to 6.
Deflect: Reduced max XP to 6.
Warrior Training: Reduced max XP to 8.
Reason: Reduced max XP to 6.
Force: Reduced max XP to 6.
Brush Off: Reduced max XP to 6.

Update: 12 Apr, 2021 @ 9:32pm

v0.2.2

MECHANICS

- Static: Addressed a crash when trying to apply Auto-Battery to Arint if Static was applied by an ambiguous source

Update: 12 Apr, 2021 @ 8:22pm

v0.2.1

MECHANICS

- Power Surge: Moved Power Surge out of the Beam Charge tracker into a separate buff whose description shows the Emergency Surge card. Power Surge now activates at a fraction of your current Maximum HP (default 35%). Changing this percentage with Limiter Release or adjusting maximum health through a variety of methods will change the description to reflect the new HP threshold.
- Dazed: Changed OnSetStacks math so that it shouldn't ever go above 20 stacks. Added a "hit buffer" so that the attack card that applies Dazed doesn't add an additional stack. (Maneuvers that apply new Dazed stacks should reduce this hit buffer to 0 manually.)

CARDS

- Limiter Release: "increase the activation threshold of Power Surge to 50% health."
- Limiter Release II: "increase the activation threshold of Power Surge to 65% health."
- Take the Opening: Fixed some bad math that would make it sometimes heal an enemy.
- Scatter Beam: Addressed an issue where Overdrive would not apply to the amount of Dazed applied. Reduced base Dazed amount to 6.
- Disarray: Reduced stacks of Disarray applied to 3. Changed effect so it only triggers once per enemy each turn. (The first time an enemy gains Impair or Stun each turn, apply 3 Dazed to all other enemies.)
- Anticipate: Changed to "Apply 2 Composure. Increase by half your combined Composure across all friendly arguments." Description automatically adjusts to the amount that will be applied. Card will glow if the amount is being increased by this effect.

CAMPAIGN

- Contract: Us Against the World - Fixed a couple of typos
- Event: Frustrated Foreman - Attempted to address an issue where you could pursue and succeed the negotiation to adopt the horned yote even if you were at full pet capacity
- Main: Dead Drop - Fixed a right-click summary dialogue being in the wrong place
- Main: Behind the Scenes - Morning 3's power nap does not happen automatically upon returning to your private quarters. A special dialogue option will be available with the guard to specifically go to sleep. (As a side-effect of making the HQ guard's conversation a hub, there is also the standard guard "eject patron" option available that probably won't work in most cases.)

ANIMATION

- Adjusted Arint's low-health idle animation threshold so that it's also based on percentage of maximum health

Update: 12 Apr, 2021 @ 11:55am

v0.2.0 - Iteration 2: Electric Boogaloo

MECHANICS

- Static: Now triggers the next time Arint or the owner hit each other with an attack. Triggering Static causes Arint to gain 1 Auto-Battery on top of its previous effects.
- Trance: At the start of your turn, a random enemy gains Whisper of Hesh until the end of their turn. If Arint hits an enemy who has Whisper of Hesh with an attack, she gains 1 Trance and 1 Defense.
- Dazed: Now increases by 1 whenever the owner is hit by any enemy attack.
- Presence: At the start of your turn, applies Existential Crisis to all enemies with Panic meters for each stack of Presence.

GRAFTS

- Impact Gauntlet: Whenever you or an ally hit an enemy with Dazed, they gain 1 (upgraded: 2) additional Dazed.

CAMPAIGN

- Main: Final Report - Removed casting of Rook, Flekfis, and Kalandra altogether and replaced in-line dialogue references with plain text, to prevent quest invalidation when one of them is dead
- Contract: The Fate of Kashio - Removed the betrayal hatred opinion event for Sal when you switch sides against her

UI

- Martial no longer keyword-links to Trance to reduce explainer text bloat

CARDS

- Technician: Reduced cost to 0.
- Signal: Reduced cost to 0.
- Tremorsense: Reduced cost to 0.
- Spark Transfer: Removed Beam Charge requirement.
- Terror Strike: Effect changed to "If the target has a Panic meter, apply 2 Existential Crisis."
- Magnetize: No longer removes Static itself, just deals bonus damage equal to target's Static.
- Mechanism: Reduced cost to 0.
- Rolling Throw: Reduced cost to 0.
- Wireless: Increased Beam Charge gain to 2. Reduced rarity to Common.
- Prey Upon: Effect changed to "Apply Existential Crisis equal to the amount of health lost."
- Bio-Chemical: Reduced Saturated threshold to 10. Changed Saturated effect to "Heal equal to the damage dealt by this card." Added Martial keyword.
- Follow Up: Reduced cost to 1.
- Quiver of Fear: Changed name from "Heart of Fear." Effect changed to "Double all enemies' Existential Crisis. Expend" Reduced cost to 1.
- Nightmare: Reduced cost to 1.
- Overload: Reduced cost to 2.
- Professional: Reduced cost to 2.
- Conduction: Effect changed to "Double all enemies' Static."
- Privilege: Reduced cost to 1.

Update: 11 Apr, 2021 @ 1:38pm

v0.1.9

CARDS

- Self-Evident: No longer triggers from itself destroying an argument or from arguments being removed by argument slot overflow
- Moment of Weakness: Will now still create two more arguments when destroyed at max slots. If destroyed via max argument slot overflow, will deal damage but not create more arguments