![]() Fix rare brawl crash if you speak with a character on the same frame as you return to the bar.Fixed bug where Double Edge didn't work correctly in negotiations with the NO_CORE_RESOLVE flag.We read and appreciate every piece of feedback that you F8 our way, so keep them coming! As always, you can follow along in real-time as we develop it in the Experimental build. This update is scheduled to have the next day of Smith's story, and I'm sure some other fun stuff will make it in there, too. Happy Grifting, everyone! We're taking a short break for the holidays, and then our next update will be coming out on January 28. Full details are below, or you can just jump in and play! In addition to all of these changes, there are loads of fixes, balance tweaks, UI improvements, and more. Here are some highlights - you can pore over the patch notes for full details. TLDR health should make more sense now, and you should see more appropriate enemy parties.įinally, we revamped a bunch of Sal's cards, to make them more pickable. NPCs now have consistent HP values, and we've gone through them all and re-assessed their combat strength as seen by the enemy encounter creator. This made reasoning about the difficulty of a given fight quite difficult, and frankly wasn't necessary any more, as we have added many new enemy types since that system was first implemented. Previously the game used a bit of auto-balancing to adjust enemy health values depending upon when in a run you meet them. This should push your deck completion out a bit, and force you to make difficult decisions later in your run. Sal was getting too many draft opportunities early in her runs, so we reduced the number of encounters on some of her early days. The goal is to provide a nice, smoothly escalating challenge, rather than a plateau with a brick wall at the end. ![]() Kashio was left the same, and the Flead Queen's chitinous levels were dropped at lower prestiges. The exceptions where the Flead Queen, and Kashio. Most Rook and Sal bosses got specific changes to make them more difficult - more health, more damage, different numbers. We've adjusted a lot of small things that should work together to smooth out the curve, training players to build better decks before getting to the end of the story. Player reports and data were showing us that most of the bosses were too easy, except for Kashio, who was surprising a lot of players with a big difficulty jump.
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