Daily Update (4/23/25) - Reward gameplay tweaks, tactic tweaks, and bugfixing


Daily Update - April 18th, 2025

Hi all! Today I'm going to be demoing the game publicly again, so I spent the day doing some playtesting and bugfixing. I made some pretty significant gameplay changes along the way, but they're all mostly along the lines of making the rewards scene decision-making a bit more interesting. Costs are much more variable for rewards, and a number of tactics have been buffed/nerfed. You can read about the reasoning for each in the changelog. Also, there's a good number of bugfixes in here, including one for a nasty one I added last patch where all the action buttons always became active whenever a customer took a turn. Oops! Anyway, here's the changelog for the day:

Changelog (v0.15.1)

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  • Gameplay: Monetary reward costs now vary randomly from the base cost of the reward, to introduce some more fuzziness into the decision-making space when picking rewards. Rarer rewards have more variable prices than common rewards.
  • Gameplay: Standardized tactic base reward costs per-rarity, to give the variability described above a nice even starting point ($35/$60/$100 for common/uncommon/rares respectively)
  • Gameplay: Nerfed Frantic Fabrication card draw amount (3 -> 2). For 0 Patience, this was card-positive, while almost always giving you a good outcome when getting a free combination on top of the card draw. Going to 2 makes the interaction card-neutral, so it isn't ALSO a reliable draw cards-tactic for "free")
  • Gameplay: Buffed Careful Search tactic draw amount (2 -> 3). This felt like too few cards to be drawing for an uncommon card, and was just worse than Fresh Shipment.
  • Gameplay: Nerfed Fresh Shipment Patience Cost, but Buffed Draw Amount (1 Patience -> 2, 3 Cards -> 4). Upping the patience cost makes this more of an investment, and might encourace some interesting trade-off decision-making between purchasing the customer's item, and playing this card
  • Gameplay: Nerfed Bizarre Bazaar. Now only grants random items for Items in hand, instead of all cards. This was a little too effective with lots of tactics in your Inventory during playtesting, and could sometimes trivialize entire weeks of payments. This should bring down the power level slightly, while not affecting average decks too much.
  • Gameplay: Nerfed the chance of getting a restockable item in Item Packs from about 80% of packs to about 50% of packs.
  • Bugfix: Added missing Deep Pockets achievement to the list of Achievements (It was previously implemented, but never added)
  • Bugfix: Fixed missing space in Discard text when resolving the Loss Leader tactic
  • Bugfix: Fixed potential null reference when choosing a card during the Supplier Arrives event
  • Bugfix: Fixed Restockable status being applied to some basic items when they were generated by some effects when they should be Temporary
  • Bugfix: Fixed "Decoration Activated" text not being very visible for Shelving decorations when they triggered
  • Bugfix: Fixed Action Buttons becoming active when they should not after customer turns (whoops)
  • Bugfix: Fixed tactic price tag floating on top of the tactic instead of under it slightly in the reward scene
  • Bugfix: Fixed a strange timing issue when selling decorations causing some de-syncs
  • Bugfix: Fixed Cleric not waiting for you to finish donating an item before he Gossips with you

Files

Raccoons_to_riches.x86_64 94 MB
3 days ago
Raccoons to Riches.exe 118 MB
3 days ago

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