New PC and Mac Build #10154 – Corpse Changes and More!

Aug
18

New PC and Mac Build #10154 – Corpse Changes and More!

Corpses

  • corpses cannot be missed
  • corpses are not made if killing blow was a crit
  • corpses should inherit remaining DOTs if they were killed by a normal hit instead
  • lowered small corpse HP slightly

Heroes

  • Houndmaster: fix to scaling bugs where wasn’t getting proper proc rates as he leveled up (whistle, debuffs)
  • Houndmaster: increased base damage
  • Houndmaster/Hound’s Rush: increased accuracy, increased mark bonus, added minor bleed, moved PROT debuff into Whistle
  • Houndmaster/Harry: increased accuracy, increased dmg
  • Houndmaster/Whistle: made it a standard mark; added PROT debuff and increased thie debuff relative to prev Hound’s Rush PROT debuff)
  • Houndmaster/Blackjack: increased dmg, added Strong Stun
  • Houndmaster and Man-at-Arms cannot guard self
  • Bounty Hunter/Collect Bounty: slight tune down to account for increased team synergy from HM having a Mark, too
  • Bounty Hunter/Uppercut: added strong stun
  • Arbalest/Blindfire: improved dmg
  • Arbalest/Flare: made partywide and added Light
  • Plague Doctor / Grave Robber: Increased accuracy of PD and GR blighting attacks to help mitigate PROC risk
  • Highwayman: slightly reduced top end base damage and slightly reduced damage of Grapeshot Blast
  • Grave Robber: increased base dmg
  • Grave Robber/Thrown Dagger: added a Bleed Resist debuff to increase team synergies
  • Grave Robber/Flashing Daggers: increased dmg a bit

Monsters

  • PROT: adjusted some starting values and reduced progression scaling on higher level monsters
  • tuned down L3 and L5 monsters some
  • L1 monsters – lowered crits
  • Designated some monster attacks as Can’t Crit, to eliminate some edge cases and odd situations (like Howl crits)
  • maggots: dropped PROT although was sincerely tempted just to call them “Armored Maggots” and be done
  • tweak down PROT of Skel Captain and Skel Defender
  • Tuned down Skel Captain multistun a bit
  • unclean giant: hits more like a Mack f-in truck
  • Giant has a new brain to favor his tree branch
  • Cultist Witch has a new brain to favor stress cast
  • Swine Drummer has a new brain to favor stress drumming
  • ghouls and skel captains: slightly reduced overall threat
  • swine wretch dodges more
  • swine slasher dodges less
  • cauldrons can’t be missed HUZZAH
  • Higher level cannon bosses sometimes summon more Fusemen (HUZZAH AGAIN)

Economy

  • Economy pass: scaled up mid and late game costs (hero upgrades, hero treatment, building upgrades) as part of economy balance pass
  • Hero upgrade costs: lowered initial costs but scaled up later upgrade costs significantly
  • Building upgrade costs: increased costs of mid and later upgrades significantly
  • Increased extra treasure resulting from dark conditions (low torch/dark runs) to try to make the risk worthwhile
  • Hero treatment costs increase with hero Resolve Level. After all, Veteran heroes take more work to fix, drink more, need more soul-searching, and have weirder fetishes!

Misc

  • Added the option to turn off Tutorial messages (see OPTIONS screen)
  • RNGesus: tinkering underneath the hood to reduce some of the most outlandish sequences of monster crits or dodges
  • Quest Generation: all new logic to generate quests that better match your roster. This should reduce the situations where you have a full roster of 5s but only get L1 quests, or vice-versa.
  • TIME PASSING IN TOWN: time will no longer pass in town if you started a quest and immediately retreated. You must make some progress (in one of several measured ways) for time to pass. If time doesn’t pass, heroes won’t complete treatment, quests won’t re-roll, stage coach won’t refill, etc. This *shouldn’t* overly penalize unlucky runs because some of the measure of progress will account for this. The feature is mainly designed to prevent loading a dungeon and quitting back out just to roll town.
  • Also, If time does not pass during the raid, the retreating heroes won’t get quirks or diseases. However, they will still suffer retreat stress.
  • Death’s Door: reduced stress penalties for repeated Death’s Doors during the same combat. Let’s face it–after you’ve stared down Death several times in the same battle, the fear diminishes…
  • Bleeds and Blights (heroes and monsters): ensured all have a 5 step progression in terms of proc chance so there aren’t dead spots at upgrades 2 and 4
  • EFFECTS: removed duration overrides for some effects where it was not intended, separated out mark side effects in to their own effects
  • Medicinal Herbs no longer cure bleed/blight (this was a bug)

 

Bug Fixes

  • cleaned up extra “” printing in the hero files
  • string fixes / missing strings (e,g, disease treatment)
  • Fixing bark transitions.
  • Handling if nobody is available to bark during town stress presentation.
  • Bug fix in the heirarchical_file. Fixes problem with options not being saved properly.
  • fixed another bug with updating the name in the activity log’s hero level up entry.
  • making sure that awarded trinkets from the previous raid aren’t included in the pool of trinkets that can be misplaced by a hero in an activity.
  • Fixed negative quirk cost exploit when assigning a hero to a sanitarium slot.
  • Fixed bug in effects which prevented the Skull Adrenaline effect from being applied until camp.
  • Moved the initial swap to be after the swap interval has been set. Potential steam overlay fix.
  • Fixed up loot box when there are too many items.
  • fixed bug where quirks weren’t awarded if the quest wasn’t completed instead of using conditions for a week being complete.
  • Fixing up bug where you could equip two trinkets of the same type.
  • Monsters shouldn’t try to target friendly corpses.
  • Reformated saving of goals.
  • Updating starting save to new raid version.

Finally, a note on Trinkets: We know they still need a lot of balancing love. We haven’t forgotten! We are currently working to get the Cove finished and ready for PAX, and then will be looking at them.

 

Copied from the Steam Post found here.

This topic contains 8 replies, has 7 voices, and was last updated by ryvrdrgn14 ryvrdrgn14 1 year, 9 months ago.

  • Author
    Posts
  • #77295
    Outlawcutthroat
    Outlawcutthroat
    Participant

    Good stuff. Houndmaster buff was unexpected as he was already a solid hero, but ooh well. And glad to see unclean giant’s Ai was reworked. I always felt he laggs behind skeleton general and swinetaur. That treenbranch ought to hurt a lot if it crits!

    #77309

    bert
    Participant

    I was always confused why the giant only used poison gas and confusion spores when he held a giant tree branch. Now I can finally feel the pain when I get crit for 50 and cry when I lose a level 6.

    #77310

    bert
    Participant

    Oh, and I didn’t realize that Medicinal herbs were not supposed to heal bleed/blight. I would just take 6 on each mission and barely take any DOT damage lol.

    #77415
    Clantuna
    Clantuna
    Participant

    Some toughts over this patch:

    Corpses

    corpses cannot be missed
    corpses are not made if killing blow was a crit
    corpses should inherit remaining DOTs if they were killed by a normal hit instead
    lowered small corpse HP slightly

    Just… remove them… XD. You will keep nerfing and nerfing something that:
    1- Does not make any sense and take you out of atmosphere (“yeah i kill a skeleton… oh no! it became a feet tall pile of meat! better stay here and take some arbalist shots to the face insteand of jumping/go around them! Yeah, thats a solid plan!”).
    2- Doesnt add anything to game strategy. You already cant hack to the front line with those high port mobs… Waths the point of corpses?
    3- Pretty much nobody likes.

    HEROES
    Houndmaster: fix to scaling bugs where wasn’t getting proper proc rates as he leveled up (whistle, debuffs)
    […]
    Houndmaster and Man-at-Arms cannot guard self

    So… basicaly the houndmaster its now a Bounty Hunter 2.0. Just that it has…
    A better mark (prot debuf)
    Better single attack (use mark, can hit back row, have bleed)
    AoE bleed (intead of single target only backrow bleed)
    Better stun (deals damage, doesnt shuffle)
    AoE Stress heal and self hp heal (instead of BH moving attacks)
    FAR… FAAARRRRR better trinkets. +bleed + damage +prot +stress resist… against… +trap disarm +scout -hp +ranged acc… omg…

    Bounty Hunter/Collect Bounty: slight tune down to account for increased team synergy from HM having a Mark, too
    Bounty Hunter/Uppercut: added strong stun

    Stop

    Highwayman: slightly reduced top end base damage and slightly reduced damage of Grapeshot Blast

    I was going to get angry (high its my favorite class), but with the lower prot and the prot gone for maggots, its not a bad call.

    Grave Robber: increased base dmg
    Grave Robber/Thrown Dagger: added a Bleed Resist debuff to increase team synergies
    Grave Robber/Flashing Daggers: increased dmg a bit

    She still needs (in my opinion) +3-5 BASE DAMAGE AND BETTER TRINKETS, to justify a spot in any party. I meant shes currently competing with PG for a spot, and the last its just top tier rigth now.

    EDIT: After some testing, shes fine now as a front row char. Good balance overall.

    MONSTERS
    […]

    Very good changes, i think everyone is a step foward.

    (but just because i alredy kill the canon :D)

    RNGesus: tinkering underneath the hood to reduce some of the most outlandish sequences of monster crits or dodges

    The game needed soft RNG in his current state. Good call.

    Death’s Door: reduced stress penalties for repeated Death’s Doors during the same combat. Let’s face it–after you’ve stared down Death several times in the same battle, the fear diminishes…

    With regular 20-35 hits and 60+ crits from giants, this is also a good descision.

    OVERALL RATING: 8/10.
    OVERALL RATING: 9/10.
    +7 for overall solid patch to solve some issues.
    +4 Soften RNG is a god sent.
    +1 Bringing GR back from the grave
    -2 for killing BH
    -1 doesnt remove corpses

    Keep up the good work!

    " I was done. Done with the horror that sieges us, done with devil that punish us and done with god that never protect us."

    #77424
    Raraknid
    Raraknid
    Participant

    Hey, great patch, thank !

    1- Does not make any sense and take you out of atmosphere (“yeah i kill a skeleton… oh no! it became a feet tall pile of meat! better stay here and take some arbalist shots to the face insteand of jumping/go around them! Yeah, thats a solid plan!”).
    2- Doesnt add anything to game strategy. You already cant hack to the front line with those high port mobs… Waths the point of corpses?
    3- Pretty much nobody likes.

    1) Like…really ? The fights were just designed that way, if you begin to think that way it will never end (why knights can’t go around the cauldron to hit the hag ? why the arbalest can’t heal herself at the last rank but can at the third rank ? how the skeleteon can throw deadly wine like a sniper behind four other skeletons ? why the jester can hit only the guys on rank 2 and 3 with the scythe and not in rank 1 ? HOW A KNIGHT CAN KILL CULTISTS/CORPSES/ANYTHING WITH A PIECE OF PAPER ?? ARE THEY READING IT TO DEATH ?? I stop here)

    2) It’s not a big thing indeed but still sometimes corpses are enough to change the fight, in bad or in good.

    3) How can you know ? Actually I like it, see these gory pieces of opponent’s meat is kind of funny.

    #nooffense #justwhatIthink

    “The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents... some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the light into the peace and safety of a new Dark Age.”

    #77430
    Clantuna
    Clantuna
    Participant

    1) Like…really ? The fights were just designed that way, if you begin to think that way it will never end (why knights can’t go around the cauldron to hit the hag ? why the arbalest can’t heal herself at the last rank but can at the third rank ? how the skeleteon can throw deadly wine like a sniper behind four other skeletons ? why the jester can hit only the guys on rank 2 and 3 with the scythe and not in rank 1 ? HOW A KNIGHT CAN KILL CULTISTS/CORPSES/ANYTHING WITH A PIECE OF PAPER ?? ARE THEY READING IT TO DEATH ?? I stop here)

    People accept a fireball that doesnt break a door, but they will not accept a fireball that does ice damage.“-Abraham Lincoln

    2) It’s not a big thing indeed but still sometimes corpses are enough to change the fight, in bad or in good.

    Except that you make a party terrible on proupose, corpses are not even in the back of your mind when you figth. In the 43 weeks of playtime i have after the C&H update, i only noticed corpses when the battle is won and i hit them to get a crit to release stress.
    The fact that the enemyes can hit you from whereever they are, plus, the fact that the backline its the first thing you kill, make corpses useless.

    3) How can you know ? Actually I like it, see these gory pieces of opponent’s meat is kind of funny.

    I know because i care enougth to read other people opinions. Read Steam forums, steam reviews, this forum, talk to other people who has play after the upgrade.

    That being said, thanks for comenting on my coment. But i think that this tread its about giving the devs some feedback on the last patch.

    PS: I know tha me commenting on you commenting on my comment about how you should comment about other comments its a little hypocrite. Dont mention it pls.

    " I was done. Done with the horror that sieges us, done with devil that punish us and done with god that never protect us."

    #77522
    Tailwind
    Tailwind
    Participant

    I love those changes! Especially enemy PROT, which was an overshoot in Hound&Corpses.

    – With tougher melee monsters, I liked abusing the corpses… pull and kill the ranged monsters, shoot the melee ones while they perform “Forward 1” weak attacks. The changes make it less useful (and less effective even if it succeeds), but I think I can get used to them. You could call that a minor abuse anyway.
    – I didn’t expect the Houndmaster buffs, but my Hound usually spammed Harry, so buffs to other skills (and more importantly, the Master!) seem reasonable to me. Blackjack looks like an over-buff, but not really sure until I actually try him.
    – I appreciate the change you made to the Medicinal Herbs. I always thought it was a bug.

    *pulls out a dictionary*

    #78000
    ryvrdrgn14
    ryvrdrgn14
    Participant

    The economy changes look good. Treatment costs are still affordable but you can’t just go locking in 3 quirks every week.

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