Daily Update (4/21/25) - Feedback changes and more controller support
Daily Update - April 17th, 2025
Hi all! Today was mostly starting to wrap up controller support as a feature. I've added in a bunch of handy button inputs for controllers in the market day scene, and UI glyphs to indicate what buttons to press. These'll only appear when using a controller, so that's pretty neato. Also, I've started on adding controller support to the tutorial, which will likely take a bit longer, since that code's a bit messy/involved. I finally did find some time to make a few gameplay changes too, which were a result of some playtesting feedback over the weekend, which you can read about in the changelog. The overall effect is that your runs should be a lot more consistent now! Here's that changelog now:
Changelog (v0.14.7)
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- Gameplay: Added some bad luck protection to decoration rewards. Decorations offered to the player should now somewhat favor slots that the player doesn't have any owned decorations in either their active or inactive decorations.
- Gameplay: Items obtained from packs of additional goods now have an extra chance to be Restockable, Polished, or Consigned at the following rarities (Restockable: 50%, Consigned: 20%, Polished: 10%). You may only receive one Restockable or Consigned Item per pack. You may receive multiple Polished items, if you're lucky. Items may have multiple statuses. This should allow you to build a more consistent item base over the course of the game, and inject a bit more variance into relative item strengths from packs.
- Gameplay: Changed the order of operations in cases where patience is lost and gained at the same time so that patience is gained before being lost. This should prevent some feelbad scenarios where you'd lose a customer you'd think would stick around as a result of playing a tactic that raises patience with some non-zero patience cost.\
- Gameplay: Slightly buffed customers that improve the next customer's preference for an item type by selling them 2 of an item type by removing one of their 3 disliked item types (Town Guard: Weapons, Soldier: Food, Vintner: Armor, Farmer: Armor)
- UI/Controller Support: Added more controller inputs and UI glyphs for controllers in the Market Day scene and Redecorate Scene
- Controller Support: Started adding controller support to the tutorial. Still very buggy for now, consider this a work in progress!
- Bugfix: Fixed Convincing Sale tactic causing UI desyncs after selling the item if you clicked multiple cards in your hand when making your choice
- Bugfix: Fixed potential race condition that could cause multiple customers to enter the shop at once
- Bugfix: Fixed some issues with equipping and un-equipping decorations via right click or controller inputs
- Bugfix: Fixed typo in Vintner name (Vintner-> Vintner)
Files
Get Raccoons to Riches - Pre-Alpha!
Raccoons to Riches - Pre-Alpha!
Run an item shop as a Raccoon to make rent!
Status | In development |
Author | Xandor |
Genre | Card Game, Strategy |
Tags | Animals, Cozy, Deck Building, Fantasy, item-shop, No AI, Roguelike, Singleplayer, Turn-based |
Languages | English |
Accessibility | Interactive tutorial |
More posts
- Daily Update (4/17/25) - Almost done with controllers!4 days ago
- Daily Update (4/16/25) - Saving on the rewards screen, and more controller suppo...5 days ago
- Daily Update (4/15/25) - Keep on controller-in'6 days ago
- Daily Update (4/14/25) - (Even more) More controller UI work7 days ago
- Daily Update (4/11/25) - More controller UI work10 days ago
- Daily Update (4/10/25) - The start of controller support11 days ago
- Public Pre-Alpha Release!12 days ago
- Daily Update (4/8/25) - UI Polishing & some new achievements13 days ago
- Daily Update (4/7/25) - A real background (and more)14 days ago
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