Daily Update(12/18/24)


Daily Update - Dec 18th, 2024

Hey there friends, back with another incremental update today. Today was a mix of some followup UI tweaking following up on yesterday's rework, a bit of brainstorming, and a couple new tactics/gameplay tweaks. This build introduces a couple new mechanics. The first is Polished , which is an Item status. Polished items are worth 40% when sold. This should be a nice reward for certain card effects or payoffs for achieving little goals or stuff like that. The other new mechanic is Singleminded. This is a Customer status that means that they'll leave after purchasing their next item, regardless of their remaining Patience. This is the start of transitioning to Customers having a "Item Budget", so that I can design some more interesting Customer types with another mechanical "knob" to play with. To demonstrate these new mechanics, there are a couple new cards that introduce them in this build. Here's the changelog!

Changelog (v0.3.9)

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  • Gameplay: Slightly buffed rare decoration droprate (was 3%, now 5%)
  • Gameplay: Slightly nerfed uncommon decoration droprate (was 37%. now 35%)
  • New Mechanic: Polished - Polished Items are worth 40% when sold.
  • New Mechanic: Singleminded - When a Customer is Singleminded, they will only purchase one item before leaving your shop
  • New Content: Added a new common shopkeeper tactic: Polish Up (pick an item in hand to polish)
  • New Content: Added a new uncommon shopkeeper tactic: Just the Thing (Customer gains 2 patience, but become Singleminded)
  • UI: Some minor usability tweaks to the Decorations reward picker scene
  • Bugfix: Fixed some visual flickering of item types when they are initially drawn
  • Bugfix: Fixed some text on tactic cards escaping the bottom of the card

Files

Untitled Raccoon Capitalism Simulator.exe 92 MB
35 days ago
untitled_raccoon_capitalism_linux_build.x86_64 75 MB
35 days ago

Get Raccoons to Riches

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