Build 20

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The “Current Price for Turnips is 18 Bells per Turnip!” Build

The “GameJolt” Build

## Changes

### Retaliate

* A new keyword has been added. Retaliate[#] means that this character will deal # damage to a monster if they take an injury from that monster this turn.

Retaliate stacks: if you play a card that gives Retaliate[3] and another that gives Retaliate[2], and you are then attacked this turn, you deal 5 damage to the attacking monster
Retaliate is removed at the start of your turn, meaning it only lasts for a single turn after you play it. Retaliate is also removed at the end of combat.

### Character Updates

**Lucky Jack**
With this new design pass, we wanted to achieve four things for Lucky Jack:

* Focus the character on combat - make the player want Lucky Jack to actively find monsters, and be disappointed when he finds scrap
* Give the player combat-time decisions - where Lena is balancing “day-long” decisions and Buster is focused on “camp” decisions, we wanted Lucky Jack to play as someone with a lot of tools in his toolkit when it came to combat itself
* Eliminate the injury-focused playstyle - while we initially liked the idea of an ebb-and-flow of injuries for our brawler, in practice taking an injury was too damn costly to play most of his cards.
* Bring Lucky Jack in balance - combinations for Jack were able to nearly one-shot certain bosses, which is out of whack with the rest of the game. We wanted to make sure Jack still had strong prowess in normal combat without eliminating the challenge of bosses.

To that end, we’ve made the following changes:

* Reduced Lucky Jack’s starting EP from 3 to 2
* New Passive => Thrill of the Fight. Gain 1 Draw when you kill a monster.
* Changed Ability => Brace for Impact. Still an action, now grants Retaliate[5] (Retaliate [7] at level 2)
* Changed Ability => Adrenaline Surge. Completely reworked, now “If your next attack kills a monster, Refresh. Exhaust.”
* Changed Ability => Ready 4 Round 2. No longer requires that Lucky Jack be alone in a party.
* New Ability => Wind Up. Lose 1 draw and gain +1CP for the next combat.
* New Ability => Patch Yourself Up. The next time you’d be KO’d during this combat, survive with 1 injury.
* New Ability => Look For Trouble. Summon a random monster from the deck. Gain +2CP for the rest of combat. Not useable during boss fights.
* Changed Gear => Magnetic Coils. Now grants +1CP for every 2 Draws remaining in the party (+2CP at level 2)

**Andrea**
Our initial concept for Andrea was the risk/reward balance in her speed and fight; the core idea was that she could draw a lot of cards if you chanced it, but would be hurt terribly if forced into combat. We wanted this so badly that we implemented the ability to end your turn early more or less entirely for her. But in all of our playtests, we’ve never once seen a player say “you know what, I don’t want to draw this 4th card” unless they knew what it was from Scout Ahead.

At the same time, Andrea’s become a catch-all for things not just speed related, but mechanical, scrap, consumable, crafting, etc. As a result, our goals with Andrea were the following:
Reestablish Identity - Andrea was feeling a bit of a mish-mash of concepts, from one kit focused heavily on consumable play (Scavenge / Jerry Rig / Supply Drone / Energy Cell / Shorter Fuses) , another focused on combat (Animate Scrap / Reflex Implants / Build a Bomb Kit), and a third focused on deck manipulation. The move away from consumables generally gave us flexibility to take another look at most of the cards in that camp.
Focus the character on scrap collection - just as we want a Lucky Jack player to feel bad about collecting nothing but scrap, we want Andrea to feel really good about it.
Give the player exploration-time decisions - to emphasize the sensation of “tip-toeing through the Wastes,” we wanted to make sure players had more tools at their disposal to actually decide whether to take the risk of flipping over a card, and more reasons not to.

We already showed our hand a bit with the two changes in the last patch to Animate Scrap and the new Just a Peek. Beyond those, we’ve made the following changes:

* New Passive => Grab & Go - Gain a stack for each resource card you draw, and draw a resource at every 3 stacks. Drawing any other kind of card ends the streak. Max 15 stacks.
* Changed Ability => Scavenge - If the next card you draw is scrap, gain 2x; if it’s a monster, you cannot escape combat. Exhaust.
* New Ability => Resourceful - Discard a resource card to gain 1 draw.
* New Ability => Save Your Strength - Ends your exploration and stay Out After Dark. For each draw remaining, you gain that much EP the next day. Exhaust.
* New Ability => Listen to the Frequency - Lose 1 draw; alerts you to the position of the next mechanical monster in the deck.
* Removed Ability => Jerry-Rig
* Changed Gear => Build-a-Bomb-Kit - gain a +2CP bomb whenever you get 5 stacks of Grab & Go (+5CP bomb at level 2). Removed the stack cap on bombs.
* Changed Gear => Rechargeable Power Core - the first time in a day you use an ability during Exploration, gain a draw (gain 2 draws at level 2)
* New Gear => Moon Boots - Take no injury when you escape combat, but lose 1 draw instead
* New Gear => Reusable Flare - If you end the day with any draws remaining, join the next party in the day.
* New Gear => Spiderbot Sense - if Andrea is in the party and the next card is a monster, receive a warning
* Removed Gear => Reflex Implants
* Removed Gear => Shorter Fuses
* Removed Gear => Supply Drone

### New Player Experience

#### Tutorial

We’ve completely gutted the tutorial and added an entirely new New Player Experience. This allows us to teach various mechanics that were not explained before in sessions (like dying, multimonster combat, multiaction monsters, and others), along with all of the various out-of-session mechanics that were never tutorialized (creating/joining games, loadout, purchasing cards, upgrading cards, etc.).

These tutorials have been developed to flow along with the story; as a result, the tutorial no longer concludes with killing the Behemoth in the Wastes. The tutorials are also more spread out, allowing us to pace the unlocking of mechanics better at the very beginning of the game.

The tutorial is now additionally broken into two separate (short) single-player sessions instead of one long one. The first time you log-in, the first tutorial will begin immediately.

#### Gating

* Certain mechanics have now been gated behind completion of various tutorial steps:
* The upgrades menu is not available until you’ve completed the Dunes in Story Mode
* The catalog menu is not available until you’ve completed a session in Adventure Mode

Cards now unlock in the store as you progress the game. During the new tutorial your selection will be limited, but on completing the Wastes in Story Mode for the first time, nearly everything in the store will unlock for you. Exceptions are:

* Minibosses cannot be purchased until you’ve obtained the Extractor
* Level 3+ monsters cannot be purchased until you’ve completed the Dunes in Story Mode

### Title Screen

#### Main Menu

* A new notifications carousel has been added to the main menu; announcements, news, etc. will be added here going forward! \o/
* The main menu now has a single button for “Play” which takes you to the map. You can now carousel through the old options for matchmaking and creating a custom game, along with new options for joining a custom game and replaying the tutorial
* Moved to clearer fonts for various buttons in the main menu screen
* Rearranged the layout of the main menu

#### Map Menu

* The recommended level for a zone is now displayed when the zone is selected

#### Store

* Buy/Sell buttons on cards in the store are disabled once clicked, and become enabled once the action has been processed on the server, to prevent spam clicking players incurring an extreme amount of crown-debt.
* Responsiveness from the server when buying/selling cards has been dramatically improved

### Art

* Icons have been added for all ability cards that show up in both the loadout and for the various statuses they apply in the character sheet. Don’t worry, there’s still plenty of TEMPART to go around in the game.
* Discarded cards now play a tearing animation

### Session UI

* The phase is now displayed in the top left corner; phase title cards have been removed
* The day label now switches between day and night
* The day counter now indicates how many days are remaining in the mission

### Bugs & Misc.

* Scout Ahead, Brace for Impact, Backup Singer, and Overwatch are once again available for purchase at the store; however, by playing through the tutorial, you will have the opportunity to unlock these cards on your account
* Build-A-Bomb Kit, Legs-O-Skeleton, Scope, and Treble Amplifier are once again available for purchase in the store; however, by playing through the tutorial, you will have the opportunity to unlock these cards on your account
* Buster’s ammo statuses no longer appear twice in the character sheet
* Medgoop Dispenser can no longer be used on characters not in your current party
* Medgoop Dispenser can no longer be used on uninjured characters
* Claw Worm’s combat portrait has been replaced with the generic mechanical silhouette
* Fixed some issues with card ordering display in hands
* Adjusted the drop rate, cost, and upgrade costs for various ability and gear cards
* Adjusted the crafting costs of various gear
* Performance optimizations
* Screen dimmer now correctly blocks clicks behind it
* The Stun keyword on Flashbang Ammo is now correctly orange
* The Exhaust keyword on Dispense Medgoop is now correctly orange
* Fixed a bug where it was possible to equip more ability cards than you had slots in the loadout; equipping and unequipping is generally improved
* Some service requests outside of sessions are now “always on” - this should reduce significant wait times for certain requests to register
* The “craft” button has been relabeled “gear” to better indicate what the menu’s role is; the functionality of the menu remains the same
* Characters you have not yet unlocked appear silhouetted in Loadout and the Lobby

## Additions

### Hotfix 20-1

* Tutorial 1: Arrow displayed when Andrea is teaching you about injuries now points in the correct direction
* Tutorial 1: Victory Panel now displays that you have been rewarded 10 crowns
* Tutorial 2: Fixed a circumstance where the Start Day button would unlock even if Andrea was assigned to the wrong party
* Tutorial 2: Fixed a circumstance where Andrea would get locked if she was assigned to the wrong party (again -\_-)
* Tutorial 2: Various typo fixes
* Adventure Mode: monsters now properly refresh between sessions without restarting
* Ready 4 Round 2 can now be used even if other characters are in the party
* Increased the grace period for a possible disconnect, in the hopes that this will alleviate some issues related to blue-screening

### Hotfix 20-2

* Added support for login via username / password. This path is disabled on the Steam build and only available for users directly downloading the game from sources like Game Jolt. Please note: we have no functionality right now to merge accounts. If you start to play on Steam, and then play on Game Jolt (or vice versa), you will just have two separate accounts.
* The Play, Store, Loadout, Catalog, and Upgrade menus have been integrated into the graphic of the Havilah floating in the sky on the title screen
* Loadout has been renamed to Equip
* Upgrade has been renamed to Church
* Fixed several bugs related to the display of multimonster combat
* Fixed a bug where the Catalog button would not display after a player completed Adventure Mode until that player relogged
* Fixed a bug where the Upgrade button would not display after a player completed the Dunes until that player relogged
* Improved detection of out of date clients
* Improved pop-up display for out-of-date clients

## Trivia

* This Build has two Build names
* The first Build name may be a reference to the game “Animal Crossing: New Horizons” Turnips system.