![]() ![]() Reworked the "Frisk" and "Flash Badge" cardsįixed bug in experiment_rook_boss_bit.lua when repeating the questĪdded experiment to test new rook day 2 bossįixed bug where Jake's "Double Edge" would give composure based on damage from some other sources (not just the jake)įixed missing nil check for target_deck in bog_sensitiveĪdding hero slide animations on boss fight previews Specifically, the accept surrender button which can cause you to surrender multiple times. New quest for sal: side_competing_a (has placeholder dialog)įix rare situation where Three Fingers won't make 2 people hate you.įix LargeButton continuing to be interactable even when animating out. Make screen size sticky in the options screenĪdd some clarification to the food fight negotiation questįix an issue where oolo's opinion wasn't set correctly after you fail guard dutyĪdded nil-check to Twist to fix bug when being triggered with no enemies aliveįixed bug where composure from Admiralty Medals was immediately removedįixed bug where Double Edge wasn't working correctlyĬharacters grunt at you when the "so and so hates you" screen shows up It took some work, since a lot of Smith's early boons and card choices involve the Reason or Influence diplomacy mechanics.Scaling the arguments wheels in the Negotiation screen on small-screen mode, so that the scaled-up arguments don't overlap other widgets on screen (like the top-bar)Īligning the Done/Leave Location/Map button so that it's not too close to the bottom of the screenĪdjusting the layout of the Pick Coin Screen so that the selectable options don't touch the edge of the panel, independently of the selected screen scaling mode ![]() ![]() I switched my negotiation deck to hostility. Griftlands bog berries plus#My battle deck had stuns, adrenaline, trauma and threshold cards, plus a powerful "free item" graft. By the time I ran into his family members I decided to kill them as well (including double-crossing his sister during the "ambush"). I thought of Smith as more of a brawler than a killer, but fighting sometimes leads to killing. Also, tougher battles often have an option to talk your way into a better position. My battle deck was weak early on, but the boons and extra resources really added up. Not killing a defeated enemy backfired once, but this approach led to a lot of friends and a lot of social boons. I tried to be diplomatic in most situations. My run with Rook was almost the opposite of Sal's. Unfortunately he hated me (which boosted his resolve) and with my weak negotiation skills, I couldn't pull it off. I only "lost" one encounter - near the very end I needed to provoke someone. My negotiation deck was already unpracticed and the violence status cards sometimes further weakened any attempts at diplomacy. Violence has consequences, though, and I found myself with several social banes. Some of the fights were tough going solo, but I ended with a strong battle deck using Sal's combo mechanic.Īt first, I didn't hesitate to kill. My first run was combat-focused - I rarely asked for help or tried to talk my way out of situations. I haven't played enough to break down the various mechanics, but my diplomacy decisions shaped each run in an interesting way. Griftlands has an interesting mix of combat and negotiation with a sort of social feedback system. ![]()
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