In this update7
Full notes
Full Grimslair update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Fixes
- UI and audio
- Balance
- Performance
Grimslair changes
Hotfix 1.3c
Hello, Reapers!
This update focuses on a few major player-reported issues that were causing some pretty annoying problems, especially with dog cards, quota rewards, Alterate, and the Graveyard’s enemy draw logic.
Dog Cards Should No Longer Disappear
Some players had dog cards in their deck, but those cards were not actually showing up in battle. This made cards like Bite disappear from combat, and it also made Whistle feel broken because there were no dog cards available for it to call.
This seemed to happen more often after Ascension, loaded runs, or certain run reset states.
This should now be fixed.
The game now does a better job making sure dog cards are added into the battle deck when they are supposed to be there.
I also added extra failsafes so that loaded runs, Ascension runs, and mode-switched runs should not accidentally treat the dog as unavailable.
This should also fix cases where the player could not pet the dog after entering a new run state.
Custom Dog Names Should Now Display Correctly
There were cases where the dog name could still show up as “Fluffy” even after the player typed in a custom name.
This has been fixed.
Dog-name syncing has been improved between save data, runtime dog stats, and UI references.
I also removed some localization interference from dynamic dog-name text, because some text objects were being forced back to the static “Fluffy” name instead of using the player’s chosen dog name.
Your custom dog name should now show correctly in more places.
Reaching Quota 0 Should Always Open the Perk Reward UI
There was a bug where reaching quota 0 could sometimes fail to open the PerkManager / SlotMachineUI.
This was especially noticeable after loading a save or entering a new run state.
The worst part was that the game still allowed the player to keep giving souls to Grim afterward, which meant the player could start receiving Blood Money even though the daily perk reward never appeared.
This has been fixed.
The game now tries harder to recover and open the perk reward UI if quota reaches 0 and the UI is not ready immediately.
Blood Money overflow is also blocked until the daily perk reward has been properly resolved.
This means that if you reach quota 0, the perk reward should happen first.
Alterate Soulword/Battlecard Has Been Fixed
Alterate was not properly granting Block based on the last Attack card played that turn.
This has been fixed.
Alterate should now correctly give Block equal to your last Attack card’s value.
For example, if your last Attack card dealt 15 damage, Alterate should now give +15 Block on top of its normal Block value.
Alterate will still draw 1 card if a Utility card was played earlier that turn.
Graveyard Enemy Restrictions Have Been Removed
I removed the enemy draw restrictions that were affecting the Graveyard / origin location.
Previously, there was logic that could limit how many normal enemies appeared before the boss. I do not want that restriction anymore.
The Graveyard should now be able to naturally draw multiple enemy cards through RNG before the boss appears.
I also improved the guaranteed first enemy draw at the start of a fresh run.
New runs should now more reliably force an enemy on the first Graveyard card deal.
This should also work better for load-style run starts and mode-switched run starts.
Daily Event Keyword Previews Are Easier to Tune
I added a new Y-axis spacing control for Daily Event keyword previews.
Previously, when a Daily Event reward card had multiple keywords, the keyword preview spacing could be too cramped.
Now, the first keyword stays in its normal position, and the other keywords can be moved farther down with a new inspector field.
This should make multi-keyword Daily Event previews much easier to line up visually.
General Stability Improvements
Added stronger failsafes around dog deck restoration, quota reward recovery, run-mode switching, and Alterate’s last-attack tracking.
I also added more debug logging around these systems so future reports should be easier to track down.
Several loaded-game, fresh-run, Ascension, and mode-switched run paths should now be more reliable.
Thank you to everyone reporting bugs and helping make Grimslair better.
Please keep posting anything weird you run into in the Community Hub.
Thank you!
Source
Changelog.gg summarizes and formats this update. How we read updates.
