Griftlands

Griftlands

More Upgrade Variety
42 Comments
Elysia 6 Aug, 2023 @ 4:12pm 
Just a heads-up: Heshian Leech (upgrade to Sal's Leech card) doesn't work properly. It does indeed remove the status effect like it says on the card, but contrary to what the card states, it also removes the healing from Leech's effect, making the card significantly worse overall.
卬炀火 1 Jul, 2023 @ 12:22am 
When I open the picture book, it will report an error, and so will upgrading the defense.
TheCopyUniverse 6 Aug, 2022 @ 6:43pm 
I suppose that's fair.
codyfun  [author] 6 Aug, 2022 @ 6:37am 
I upgraded them when I thought that the base card was too weak to be worth spending 1 energy per use for the rest of the battle. The rest were left unupgraded because replenishing is still an upgrade.
TheCopyUniverse 6 Aug, 2022 @ 1:18am 
I have a few questions involving the Lucid upgrades for the characters' unique Improvise cards. Why are some of the Enduring options using upgraded effects while others aren't? For example, all of Sal's have Expend Replaced with Replenish and +1 cost, but Enduring Scrounge draws 3 cards instead of 2. Enduring Deep Breath gives 3 Concentration, which doesn't line up with base or Boosted. Arint's Enduring Coat Expends, for some reason.
TheCopyUniverse 24 Jul, 2022 @ 10:48pm 
Will do, thanks!
codyfun  [author] 24 Jul, 2022 @ 7:06am 
Hey, I would absolutely appreciate the headstart given by your own thoughts on what new upgrades Arint could use. Feel free to start a discussion thread to give yourself the room to do so.
TheCopyUniverse 24 Jul, 2022 @ 12:08am 
Fair enough. Well, I tried my darndest, at least. :P

Makes sense. Thanks for the look into your mind for that one.

Ah, is that what it was about? Good to know! Looking forward to playing Enduring Ad Hominem.

Understandable, I imagine it would be a lot of work even now. ...Though I wouldn't mind lending my mind for these, either.

Thank you, both for reading the feedback, and explaining your thoughts in response. I'm gonna check out that Plundak mod!
codyfun  [author] 23 Jul, 2022 @ 6:06pm 
Twisted Improvisation: Decent arguments, but I don't think it's in bad enough shape to warrant me trying to redesign those upgrades at this time.

Swift and Replenish: The net effect is that the card's draw effect takes place without having to pay any energy for it.

Ad Hominem: The first Boosted used to be Enduring, then Klei changed it. I'll update mine to be Enduring instead.

Arint's Last Day: It did cross my mind back when the mod was in early development, which discouraged doing such a thing at the time as the card designs would not be stable. However, actually doing so now would require me to manually sift through all the cards, which I've already recently done for my Plundak mod and it was tiring. Maybe in the future.
TheCopyUniverse 21 Jul, 2022 @ 12:08pm 
Up next, Smith!
Ad Hominem: There are two Boosted Ad Hominem there, and yours is 4 Composure to all instead of 3 from the base version. Did you intend to have it take 2 Renown instead of one? Perhaps this should be Grand Ad Hominem. Maybe make it 5 Composure for 2 Renown? Ultimately up to you, really.
...Huh, guess that was it. Well... since I'm here, I'm gonna suggest two ideas for Smith card upgrades, since he seems to have very few extras compared to Sal and Rook: Grand Parvenu and Grand Tempt: Both will increase their damage by 4, but also increase their cost by 2.

...One last thing. Do you plan on giving this some compatibility with Arint's Last Day?
TheCopyUniverse 21 Jul, 2022 @ 11:48am 
With that out of the way... Rook cards!
Dynamo Round: You have two different Boosted upgrades. I recommend renaming yours to Enhanced Dynamo Round.
Bog Symbiosis: Really appreciate the change. Now it's useful no matter what!
Tall and Twisted Headbang seem a little underwhelming of a upgrade, even if it's +2 maximum damage with their condition fulfilled Maybe make it 3-10? In for a shill, and all that.
And another thing: I'm curious about what inspired you to have your Swift upgrades replace single-card draw effects with Replenish.
TheCopyUniverse 21 Jul, 2022 @ 4:14am 
I... did NOT know that was how it worked. I am truly a dumb, but thank you for explaining how Heavy/Grand Improvise works.
Speaking of Improvise... I will concede that Improvising a card from your draw pile might cost less due to how you'll gain access to that card anyways, but it does feel a little imbalanced, if only because there isn't a Pale Ergo... to balance it out. Either that, or changing it so that it Improvises two cards from your draw pile. Either/or.
And as for Twisted Rebuttal? 0 cost cards are easy to play and hard to find. Draw Swift Rebuttal too early, and it loses out if you have no 0-cost cards to play and replay. Twisted Rebuttal gives you the ability to play an extra card by giving it to you early, thinning your draw pile and allowing you to reach other key pieces of your deck sooner, if not immediately.
codyfun  [author] 20 Jul, 2022 @ 7:12am 
For Ergo... and Rebuttal, I considered improvising from the draw pile less powerful than the discard pile as it sacrifices the ability to double-play cards. If you'd like to provide a more detailed argument as to why this isn't the case, feel free.
codyfun  [author] 20 Jul, 2022 @ 7:02am 
Are you clicking two separate cards for the Heavy/Grand improvise cards? You don't get two screens for them.

I'll work on the other pieces of feedback in the meantime, thank you for submitting them.
TheCopyUniverse 20 Jul, 2022 @ 5:40am 
Since there's a character limit, here's some more of Sal's cards!
Enduring Agitation... It may give 1 less Heated than Pale Agitation, but it's still cheaper than Agitation and can be played repeatedly. Makes it a little too divergent, perhaps?
Grand Appeal is basically a WAY better version of Boosted Appeal. Maybe make it cost more to compensate?
Initial Bulldoze has Ambush and Expend appear twice.
There are two Tall Dagger Throw upgrades. You may wanna rename yours to Lucid Dagger Throw.
Sticky Sharpen has Sticky and Expend appear twice.
Restored Hilt Bash has Replenish a little too far from the rest of the text. Minor thing, but still.
TheCopyUniverse 20 Jul, 2022 @ 5:39am 
I'd be more than happy to offer up some card upgrade ideas and tweaks if you'd like. But until then, I have some thoughts about Sal's current cards in this mod:
The Visionary upgrades for starting cards don't have the upgraded borders in the Compendium.
Grand Thinking and Heavy Fight Dirty still soft locks you, so it's looking like there's still some bugs with these and the other Heavy/Grand upgrades to those Improvise cards. Maybe borrow some coding from Smith's Wild Rant?
Why do Twisted Ergo... and Twisted Rebuttal have stronger effects compared to their Boosted counterparts?
TheCopyUniverse 11 Jun, 2022 @ 5:02pm 
I love this mod, especially since most 'draw card' effects have been replaced with Replenish, but... there are still some bugs. Grand Thinking soft-locked me on the Improvise+ screen for the first card, and I have to assume the same applies for all Grand upgrades for the starting cards. In addition, I have minor issues with some of the cards' text, like Leech having Expend twice, and some cards just being straight-up better, such as Wide Lever having 1 more Defense compared to Surging Lever. I think these cards need to be looked over and given some adjustments.
42nd 5 Sep, 2021 @ 6:32am 
Ok, i see. Now it's working
codyfun  [author] 4 Sep, 2021 @ 4:17pm 
@42nd Update, if it's still not working try the "Manage Mods" option from the main menu--it might need to be enabled from there.
codyfun  [author] 3 Sep, 2021 @ 5:03pm 
@42nd I believe new mods should be automatically enabled. Check the card compendium to see if cards like Silent Steel got all their new options. Did you start a new campaign? The mod might not have its full effects on an existing save.
42nd 3 Sep, 2021 @ 2:38pm 
How can i turn this thing on? i subbed but it seems like nothing changed at all
Loken 18 Jun, 2021 @ 5:38am 
Love this mod. It makes the game a little more strategic and a little less rng. Thank you!
codyfun  [author] 17 Jun, 2021 @ 2:51pm 
@Xmind I'll have that fixed for the next update... Don't really understand what caused that, though. Thanks for reporting!
Xmind 17 Jun, 2021 @ 12:33pm 
Boosted Kra'deshi Collider from Smith's Heavy Flask only damages once instead of twice.
Only bug I found so far.
codyfun  [author] 14 Jun, 2021 @ 5:04pm 
@Mastur Sure. If you find the folder for the mod, there'll be a file called "constants.lua". You can change {1,2,4,6} to {1,2,3,4}.
Mastur 14 Jun, 2021 @ 4:35pm 
The max amount of variations available when upgrading a card is always one less than the total possible variations (if the total available is more than two), is that intentional? can i change it to show all variations for cards with 3-4 upgrade paths? Great mod btw.
some (momi) 2 Jun, 2021 @ 12:02pm 
Nice mod, thanks!
codyfun  [author] 12 May, 2021 @ 7:05am 
Unfortunately, I don't own a Mac so I can't directly test for it myself. If you come to the server I linked in the comment below, we could discuss looking into the logs.
kCzSD7 12 May, 2021 @ 1:01am 
When I open the guide, I will be forced to restart.
macOS,2020.05.12
codyfun  [author] 13 Feb, 2021 @ 8:17am 
Sorry about that! I've noticed it myself and tried to patch it, so if it's still happening I'd like for you to come to the Griftlands unofficial discord server and get in touch so we can investigate the error. https://discord.com/invite/GdrBVHF
Samson 13 Feb, 2021 @ 1:48am 
When i use the upgrade that destroys the ammo pouch i causes an error, i assume this problem all cards similar to this one. dont know tho.:skskull:
klinediscream 3 Feb, 2021 @ 3:30pm 
Thanks, will keep that in mind for the next run.
codyfun  [author] 3 Feb, 2021 @ 6:48am 
Fixed. Though, for future reference, installing mods mid-run tends to be a bad idea in general, for reasons like this.
klinediscream 1 Feb, 2021 @ 4:31pm 
Crashes game if you enable it when you have Quick Strap Graft Installed. Quick Strap Graft: Gain 1 action at the start of your turn. Battle card upgrades with multiple upgrades now have 1 option fewer . This mod would negate the penalty if they could work together.
codyfun  [author] 14 Nov, 2020 @ 6:03pm 
@electro robo I didn't encounter any errors when I attempted to pick a modded upgrade for suppressing fire, so I'm not sure what went wrong there.
please disconnect 14 Nov, 2020 @ 8:08am 
no scratch what i just said... all new suppressing fire upgrades crash the game -_-
please disconnect 14 Nov, 2020 @ 8:05am 
spined suppressing fire crashes the game when picked
codyfun  [author] 17 Oct, 2020 @ 5:58am 
@Star Bright You are right. Fixed for next update.
Star Bright 16 Oct, 2020 @ 9:49pm 
Just fyi, pretty sure Initial Recall is supposed to have Ambush, not Sticky.
JustRandomGuy 5 Oct, 2020 @ 6:26am 
@codyfun123
After some more testing I think my first point only really applies to basic negotiation cards because the odds of getting a destroy effect on them are significantly higher than on battle cards. So, I think just diluting their upgrade pool with more upgrades can work. Which is fitting for the mod.

I also found that the basic training perk works extremely well with resets. It halves the XP requirement for all basic cards which can be a balance concern. But it is a perk and is self-imposed in that way so deciding if it’s a bug or a feature is 100% up to you.

As for specific cards I am mainly concerned about cost reductions, but I need more testing to be sure about them.
codyfun  [author] 4 Oct, 2020 @ 8:42am 
@JustRandomGuy
1. That was kind of the intention of the reset feature, to require more XP but eventually get what you want! I'm not sure what to do about that, do you have any suggestions?

2. Good suggestion, I'll take a look at how card XP requirements are spread out.

3. I'd love to hear specific feedback about those upgrades. Feel free to create a forum topic instead of a comment if you feel like you need more room to do so.
JustRandomGuy 4 Oct, 2020 @ 6:15am 
Really great idea. But I have a few balance nitpicks.

1. Resets on basic cards
The problem here is that basic cards can roll Destroy effects. So just resetting until you get rid of them is a bit too powerful, especially when the alternative is to keep a 4 dmg Elbow strike for the rest of the run.

2. Long XP cards
Some cards have very big XP requirements like Duster . And with so many upgrade versions resetting is (arguably) a bit too punishing. I think maybe resetting a card should put it to only 1/3rd XP instead of 0. As it scales with the XP pool itself, only cutting one use from something like Boulder stance but 3 uses from a card like Duster .

And there are a few specific upgrades that I dislike but those are minor and the mod itself is capital G Great